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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set
                                                
                                            
                                                
                                                     glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
                                                
                                            
                                                
                                                     also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is
                                                
                                            
                                                
                                                     used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    False Appearance. If the wolf-in-sheep’s-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t
                                                
                                            
                                                
                                                     required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Weapons. The golem's weapon attacks are magical.
Illumination. The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is
                                                
                                            
                                                
                                                     on itself on a success.Crystal golems found throughout the Crystal Labyrinth look like 10-foot-tall githyanki warriors. Like other golems, they are nearly impervious to spells and ordinary weapons.Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     and earnest debate, he demonstrates an equal flair for planning and forethought, mad combat moves (involving leaping off high places whenever possible), and dark vengeance.
Viari's career as an
                                                
                                            
                                                
                                                     adventurer was nearly cut short during a battle of which the bards still sing. Unleashing a devastating attack with the aptly named Apocalypse Dagger, the rogue destroyed a giant single-handedly — and lost
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     tissue, and poison leaks from the pores to coat the troll’s fangs and claws. These creatures are especially dangerous in close combat because poison drips off their flesh and sprays out from every
                                                
                                            
                                                
                                                     wound they receive.
Trolls
Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre features. Radically transformed trolls like the rot troll
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    False Appearance. If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the scarab move or act, that creature must
                                                
                                            
                                                
                                                     for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can’t benefit from being invisible. In addition, every Dragon within 1 mile of the creature
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     issue a combat challenge quickly find these giants’ magical prowess is nearly unmatched.
Destiny Gambler Spell Winnings
Destiny gamblers aren’t content with winning mere treasures
                                                
                                            
                                                
                                                     that fills a 30-foot-radius sphere centered on a point the giant can see within 60 feet of itself. The cloud spreads around corners. Each creature in that area must make a DC 20 Constitution saving
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , death, and the seasons. Each member bears a small tattoo of a sickle on the inside of their left wrist.
Warriors of Madarua recognize and respect the ever-changing complexity of life. In combat
                                                
                                            
                                                
                                                    , they strive to be as fierce and unpredictable as nature itself.Aura of Fury (1/Day). The champion summons an aura of ghostly animals that fills a 10-foot-radius sphere centered on itself. While this
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Reactive. The giant can take one reaction on every turn in a combat.
Vigilant. The giant can't be surprised.Multiattack. The giant makes four longsword attacks or two rock attacks.
Longsword. Melee
                                                
                                            
                                                
                                                     of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     see within 120 feet of itself. The grenade explodes in a 20-foot-radius sphere centered on that point, creating one of the following effects (robot’s choice):
Concussion Grenade. Each creature
                                                
                                            
                                                
                                                     and are usually programmed to take intruders prisoner before resorting to lethal force. Combat robots signal their pursuit with built-in sirens and flashing lights, warning nearby creatures of their
                                                
                                            
                                        
                                                     Monsters
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Draconic Devotion. While Red Ruin can see a Dragon that isn’t hostile to her, she has advantage on attack rolls.
Mounted Combat Master. When Red Ruin is mounted and a creature targets her
                                                
                                            
                                                
                                                     she can see within 120 feet of herself. When the bolt reaches that point, or if it hits an object early, it detonates in a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls.
Disintegration. If
                                                
                                            
                                                
                                                    -foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6);{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     24 hours.
Illumination. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Incorporeal Movement. The archon can move through creatures and objects as if they
                                                
                                            
                                                
                                                     home from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    False Appearance. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the swarm move or act, that creature must
                                                
                                            
                                                
                                                     Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can’t benefit from being invisible. In addition
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Bioluminescence. While it has at least 1 hit point, the esthetic sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and its interior compartments are dimly lit
                                                
                                            
                                                
                                                     esthetic becomes a nearly mindless entity with an instinct for self-preservation.
Reigar use their esthetics as spelljamming warships. When a hostile reigar in its esthetic encounters another
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Amphibious. The egg hunter can breathe air and water.
False Appearance. If the egg hunter is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature
                                                
                                            
                                                
                                                     in a 30-foot-radius sphere centered on the egg hunter must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can take either an action
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition
                                                
                                            
                                                
                                                     and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin and nearly transparent layer. This glassy residue can be harvested and cut to form window
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     better comes along.”
Flaw. “I don’t have a single friend I can count on.”
Combat Notes
Warduke likes to hit things with his sword; it’s as simple as that.
League of
                                                
                                            
                                                
                                                     in a 40-foot radius and dim light for an additional 40 feet.
Second Wind (Recharges after a Short or Long Rest). Warduke regains 13 hit points.
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    , she unleashes arcane energy in a 10-foot-radius sphere centered on herself. All other creatures in that area must make a DC 20 Dexterity saving throw, taking 19 (3d12);{"diceNotation":"3d12
                                                
                                            
                                                
                                                    
When Zybilna received Alustriel Silverhand’s summons to combat Vecna, the archfey was sorely needed in Prismeer. As a compromise, and to honor Tasha’s friendship with Alustriel, Zybilna
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Fiery Explosion
                                                
                                            
                                                
                                                    . “I must have Ringlerun’s staff! With it, the League of Malevolence will be unstoppable!”
Flaw. “I trust no one, nor am I trustworthy.”
Combat Notes
Kelek uses Arcane
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     her. Each creature in a 20-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw, taking 28 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Radiant Fire
                                                
                                            
                                                
                                                     coming for you.”
Flaw. “My friends would say I’m inflexible. The truth is, I like things done a certain way.”
Combat Notes
Mercion counts on her armor to protect her as she
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"1d6", "rollType":"recharge", "rollAction":"Explosive Bolt"}. The clockwork launches an explosive charge at a point within 120 feet. Each creature in a 20-foot-radius sphere centered on that point
                                                
                                            
                                                
                                                     turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    ", "rollAction":"Synaptic Rend"}. The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC 13
                                                
                                            
                                                
                                                     goblins often struggle to handle the turbulent psychic energy within their minds and bodies. Those psionic goblins who learn how to safely tap into this psychic power are formidable forces in combat
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Aura of Invulnerability. An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect
                                                
                                            
                                                
                                                     powerful innate magic to help it combat evil and protect its friends.PoisonBludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     within 60 feet of itself, and the geode explodes in a dazzling flash. Each creature in a 20-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature
                                                
                                            
                                                
                                                    , these giants can turn these crystals into scintillating works of art. In combat, rockspeakers can use this same magic to cause their crystals to emit brilliantly colored, intense beams of light than can sear flesh and inhibit enemies.
                                                
                                            
                                        
                                                    Orcus
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area are vulnerable to necrotic damage.Orcus is the Demon
                                                
                                            
                                                
                                                    . Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     with a 10-foot radius rises from that point and lasts until the end of Orcus’s next turn. Creatures in that area have vulnerability to necrotic damage.Orcus is the Demon Prince of Undeath, also
                                                
                                            
                                                
                                                     rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in the
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     fog in a 30-foot-radius sphere centered on himself. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the start of Skall’s next turn, and it can’t
                                                
                                            
                                                
                                                     eternal nature has eroded any memory of mortal life.
As a result of his decay, Skall’s power has waned considerably, but challenging him in combat is as much a death sentence as ever. Factol Skall
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     often accompanied by seven ancient gold dragon;ancient gold dragons who favor disguising themselves as canaries.
In combat, Bahamut’s enemies experience the full force of his justice, while his
                                                
                                            
                                                
                                                     disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6);{"diceNotation":"7d6","rollType":"damage
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     in consumption. Periodically, the Eye of Aurnozci communes with their horrifying master or leads a ceremony of propitiation in the Firehive. In combat, Aurnozci screeches horribly and attacks any
                                                
                                            
                                                
                                                     apart the cocoon, ending the cocoon’s effect with a successful DC 23 Strength (Athletics) check.
Insect Swarm. Aurnozci creates a 30-foot-radius sphere of stinging wasps centered on a point
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz Dragon Adventures
The Topaz Dragon
                                                
                                            
                                                
                                                     young topaz dragon continually attempts to steal eggs from a roc nest, despite having nearly been killed by the roc parents multiple times.
6
A clan of winged kobold;winged kobolds consider a young
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
                                                
                                            
                                                
                                                     in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him.
Khyber Shards. Rak Tulkhesh's soul is
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This
                                                
                                            
                                                
                                                     trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the
                                                
                                            
                                        





