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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     following mastery property. To use this property, you must have a feature that lets you use it.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     following mastery property. To use this property, you must have a feature that lets you use it.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
                                                
                                            
                                                
                                                     the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
                                                
                                            
                                                
                                                     can see. Failure: The target has the Frightened condition until the end of your next turn.
Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
                                                
                                            
                                                
                                                     cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
                                                
                                            
                                                
                                                     later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthik
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ", "rollDamageType":"force"} force damage. If the target is a creature, its speed is halved until the start of the leprechaun’s next turn.
Gift of Luck (1/Day). The leprechaun touches a creature and
                                                
                                            
                                                
                                                     roll to use, potentially turning the failure into a success.Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     effects.
Regeneration. The amalgam regains 15 hit points at the start of its turn. If the amalgam takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The amalgam dies
                                                
                                            
                                                
                                                     troll amalgam.
Trolls
The dwarven tale titled The Saga of Gnarldan Steelshield claims the god Vaprak the Destroyer came into being when Annam was injured and his blood spilled on the ground. The
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ’t function at the start of the mutate’s next turn. The mutate dies only if it starts its turn with 0 hit points and doesn’t regenerate. If the mutate starts its turn with 0 hit points
                                                
                                            
                                                
                                                     additional limbs and eyes, externalized organs, and other variations.
Trolls
The dwarven tale titled The Saga of Gnarldan Steelshield claims the god Vaprak the Destroyer came into being when Annam was
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    ","rollAction":"Aura of Erebos","rollDamageType":"necrotic"} necrotic damage and can’t regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the
                                                
                                            
                                                
                                                     typically roam to the edges of the world, where they either fade away over time or become legends that take on their own terrible life.
A spectrum of giants claims territory across Theros, drawing
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     to this effect.
Infernal Command. Each ally of the narzugon within 60 feet of it can’t be charmed or frightened until the end of the narzugon’s next turn.
Terrifying Command. Each
                                                
                                            
                                                
                                                     killed to the River Styx for rebirth as lemure (see the Monster Manual). Every lance bears the marks of both a narzugon and its master.
Each narzugon claims a nightmare (see the Monster Manual) as its
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ", "rollType":"damage", "rollAction":"Unholy Beam", "rollDamageType":"necrotic"} necrotic damage, and the next attack roll made against this target before the end of Nafik’s next turn has advantage
                                                
                                            
                                                
                                                     next turn. A target that succeeds on the saving throw is immune to Nafik’s Dreadful Glare for the next 24 hours.
Spellcasting. Nafik casts one of the following spells, using Wisdom as the
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , but attack rolls against him have advantage until the start of his next turn.
Decrepit State. Antigonos has disadvantage on his attack rolls.Greataxe. Melee Weapon Attack: +6;{"diceNotation":"1d20+6
                                                
                                            
                                                
                                                     horns crudely painted on them to make them look like minotaurs. The broad-mouthed amphora is large enough to hold roughly 55 gallons of wine.
He claims that he was a great king who was cursed by Mogis
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     serve.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next
                                                
                                            
                                                
                                                     13 Constitution saving throw or be poisoned until the end of its next turn.
Chardalyn Javelin. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Chardalyn
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     takes 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"", "rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a successful save, the target
                                                
                                            
                                                
                                                    ", "rollAction":"", "rollDamageType":"thunder"} thunder damage and become incapacitated until the end of its next turn.
3: Repulsion Ray. The target must succeed on a DC 14 Strength saving throw or take 14
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     damage and has the frightened condition until the start of the target’s next turn. On a successful save, a target is immune to this gargantua’s Weird Aura for 24 hours.Multiattack. The
                                                
                                            
                                                
                                                     existence of gargantuas. One tale connects their origin to an ancient enclave’s pact with an entity from the Far Realm. Another claims that Karontor, “the banished son” of Annam
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    ;s next turn.
Webbed Feet. The borthak can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra
                                                
                                            
                                                
                                                     and has the poisoned condition until the start of the borthak’s next turn. On a successful save, the creature takes half as much damage only.Reactive Tail. When a creature within 10 feet of the
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     throw or take 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Mind Fire","rollDamageType":"psychic"} psychic damage and be stunned until the start of the inquisitor’s next
                                                
                                            
                                                
                                                     the start of the inquisitor’s next turn. On the charmed target’s turn, the inquisitor can telepathically control the target’s move, action, or both. When controlled in this way, the
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     at the start of his turn. If he takes damage from a silver weapon, this trait doesn’t function at the start of his next turn. Delour dies only if he starts his turn with 0 hit points and doesn
                                                
                                            
                                                
                                                    "} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
                                                
                                            
                                                
                                                     condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     feet, to a minimum speed of 5 feet. The reduction lasts until the start of the high fae’s next turn.
Tripping Feint. The high fae targets one Large or smaller creature it can see within 10 feet
                                                
                                            
                                                
                                                     operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     doesn’t function at the start of the wereraven’s next turn. The wereraven dies only if it starts its turn with 0 hit points and doesn’t regenerate.Multiattack (Human or Hybrid Form
                                                
                                            
                                                
                                                    , modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"necrotic"} necrotic damage and be blinded until the start of the amnizu’s next turn.
Forgetfulness (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Forgetfulness"}. The
                                                
                                            
                                                
                                                     have no personalities or memories; they’re driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ minds and marshal
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     condition until the start of the high fae’s next turn. On a successful save, the target takes half as much damage only.
Spellcasting. The high fae casts one of the following spells, requiring no
                                                
                                            
                                                
                                                     regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Dread. Any creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature
                                                
                                            
                                                
                                                     doesn’t function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn’t regenerate.Multiattack. Bael makes two Hellish Morningstar attacks.
Hellish
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ":"necrotic"} necrotic damage and be blinded until the start of the amnizu’s next turn.
Forgetfulness (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Forgetfulness"}. The
                                                
                                            
                                                
                                                     desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals’ minds and marshal them into legions.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                     carrying, teleports to an unoccupied space within 30 feet that he can see.Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who rules over the creatures of
                                                
                                            
                                                
                                                    .
The wall of briars lasts until the start of the Forest Master’s next turn. The wall blocks line of sight and counts as difficult terrain for all creatures except the Forest Master. The first time
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn’t function at the start of his next turn. Titivilus dies only if
                                                
                                            
                                                
                                                     charmed by him that is within 60 feet of him; that charmed target must succeed on a DC 21 Charisma saving throw, or Titivilus decides how the target acts during its next turn.
Teleport. Titivilus uses
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
                                                
                                            
                                                
                                                     can see within 60 feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
Teleport. Geryon uses Teleport.
Swift Sting
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.
Legendary Resistance (3/Day). If the high
                                                
                                            
                                                
                                                     until the end of the high fae’s next turn.
Ridicule. When a creature misses the high fae with an attack roll, the high fae magically mocks the creature, dealing 5 (2d4);{"diceNotation":"2d4
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Geryon dies only if he starts his turn
                                                
                                            
                                                
                                                     creature he can see within 60 feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.
Teleport. Geryon uses Teleport.
Swift
                                                
                                            
                                        






