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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM’s choice).
8
Special. The target is struck by two rays. Roll twice, rerolling any 8.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
                                                
                                            
                                                
                                                     chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
                                                
                                            
                                                
                                                     guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You part water in the area and create a trench. The trench extends across the spell’s area, and the
                                                
                                            
                                                
                                                     separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
                                                
                                            
                                                
                                                     spell or other magic.
Haste (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Haste"}. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    . Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
                                                
                                            
                                                
                                                     end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no
                                                
                                            
                                        
                                                     Monsters
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     is near enough to move to and attack, Jhaeros attacks an object, with preference for an object smaller than himself. Once Jhaeros goes berserk, he continues to do so until he is destroyed or regains
                                                
                                            
                                                
                                                     greater restoration spell or other magic.
Haste (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Haste"}. Until the end of his next turn, Jhaeros magically gains a +2 bonus
                                                
                                            
                                        
                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    . Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
                                                
                                            
                                                
                                                     end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no
                                                
                                            
                                        
                                                     Magic Items
                                                    Divine Contention
                                                    
                                                
                                            
                                                     saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned
                                                
                                            
                                                
                                                    .
The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
                                                
                                            
                                                
                                                     spectral shield lasts until the start of Asteria’s next turn. While the shield is orbiting the creature, the creature has half cover, is immune to the frightened condition, and makes weapon attack rolls with advantage.
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    "} radiant damage and have the blinded condition until the start of the scion’s next turn.
Slam. Melee Weapon Attack: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"Slam"} to hit
                                                
                                            
                                                
                                                    ", "rollAction":"Entombing Grasp", "rollDamageType":"force"} force damage and have the grappled condition (escape DC 19). At the start of the scion’s next turn, if the target is still grappled, the target
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Roar", "rollDamageType":"thunder"} thunder damage and has the incapacitated condition until the end of its next turn.A scion of Skoraeus typically slumbers deep in the heart of a towering mountain
                                                
                                            
                                                
                                                     scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     creature takes 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Psychic Crush", "rollDamageType":"psychic"} psychic damage and is stunned until the end of its next turn. On a
                                                
                                            
                                                
                                                     Wisdom saving throw or be charmed until the end of its next turn. While charmed in this way, the target becomes the shard’s puppet, acting and moving in accordance with its telepathic commands
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     become frightened of the dullahan until the end of its next turn.
Head Hunt (Costs 3 Actions). The dullahan moves up to its speed without provoking opportunity attacks and makes one Battleaxe attack
                                                
                                            
                                                
                                                     a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
                                                
                                            
                                        
                                                     Monsters
                                                    Divine Contention
                                                    
                                                
                                            
                                                     creature is immune to the dragon's Frightful Presence for the next 24 hours.
Necrotic Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Necrotic Breath"}. The dragon
                                                
                                            
                                                
                                                     the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ":"Desiccating Breath", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength
                                                
                                            
                                                
                                                     useful to a topaz dragon, it shouldn’t count on being safe from the dragon the next time they meet. Topaz dragons rarely go out of their way to fight other creatures, however, with the exception of
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
                                                
                                            
                                                
                                                    ":"Wildfire","rollDamageType":"fire"} fire damage. A wildfire continues to threaten the characters for 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Wildfire Rounds"} rounds or until they
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
                                                
                                            
                                                
                                                     object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     next turn. On a successful save, the creature takes half as much damage, and its speed isn’t reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell
                                                
                                            
                                                
                                                     the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
                                                
                                            
                                        
                                                    Helm of Telepathy
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     telepathic message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action
                                                
                                            
                                                
                                                     to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
                                                
                                            
                                        
                                                    Clay Golem
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on
                                                
                                            
                                                
                                                    ":"recharge","rollAction":"Haste"}. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
                                                
                                            
                                        
                                                    Flesh Golem
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking
                                                
                                            
                                                
                                                     end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no
                                                
                                            
                                        
                                                    Prismatic Spray
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     kind.
Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature
                                                
                                            
                                                
                                                     are usually cast into the Astral or Ethereal planes.) 
Special. The target is struck by two rays. Roll twice more, rerolling any 8.
                                                
                                            
                                        
                                                    Animate Dead
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
                                                
                                            
                                                
                                                     issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control
                                                
                                            
                                        
                                                    Create Undead
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a
                                                
                                            
                                                
                                                     general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                    ). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points.
Curse
                                                
                                            
                                                
                                                     of Poor Hospitality (1/day). The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.A
                                                
                                            
                                        
                                                    Ancient Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 90--foot
                                                
                                            
                                                
                                                     continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the
                                                
                                            
                                                
                                                     servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    . When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it
                                                
                                            
                                                
                                                     throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns
                                                
                                            
                                        
                                                    Control Water
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts
                                                
                                            
                                                
                                                     spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    ", "rollAction":"Paralyzing Touch", "rollDamageType":"Cold"} Cold damage, and the target has the Paralyzed condition until the start of Sammaster’s next turn.
Spellcasting. Sammaster casts one of the
                                                
                                            
                                                
                                                    ":"damage", "rollAction":"Terrifying Presence", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or Success: Sammaster can
                                                
                                            
                                        
                                                    Adult Green Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     Frightful Presence for the next 24 hours.
Poison Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Poison Breath"}. The dragon exhales poisonous gas in a 60-foot cone
                                                
                                            
                                                
                                                     treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
                                                
                                            
                                        
                                                    Animate Objects
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a
                                                
                                            
                                                
                                                     particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    ":"2d12", "rollType":"damage", "rollAction":"Terrifying Presence", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of its next turn. Failure or
                                                
                                            
                                                
                                                     Success: Sammaster can’t take this action again until the start of his next turn.Lich Founder of a Dracolich Cult
Sammaster founded and led the Cult of the Dragon, a secret, evil organization
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
                                                
                                            
                                                
                                                     Humanoid killed by Cone of Undeath rises at the start of your next turn as a Specter that follows your verbal orders.
Damage Immunity. You have Immunity to Necrotic damage.
Fear Aura. While wearing the
                                                
                                            
                                        





