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  Table Of Contents
  Table Of Contents
  1
  1.1 The Factotum
  1.3 Shadowcaster
  1.4 Class Features
  1.5 Mysteries
  1.6 Feats
  1.7 Races
  1.8 Spell Lists
  1.9 Spell Descriptions
  1.9.1 Sanctified Spells
  1.9.2 Antediluvian Spells
  2 DM Options
  2.1 Magic Items
  2.2 Monsters
  
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  The Factotum
  The Factotum
  The Factotum
  The Factotum
  Level
  Level
  Proficiency
  Proficiency
  Bonus
  Bonus
  Spell
  Spell
  Level
  Level Features
  Features
  Inspiration
  Inspiration
  Points
  Points
  1st
  +2
  — Inspiration, Cunning
  Insight, Jack of All
  Trades
  2
  2nd
  +2
  — Expertise, Cunning
  Knowledge
  3
  3rd
  +2
  — Brains over Brawn,
  Cunning Defense
  3
  4th
  +2
  1
  Ability Score
  Improvement,
  Cunning Strike,
  Arcane Dilettante (1
  spell)
  3
  5th
  +3
  2
  Opportunistic Piety,
  Arcane Dilettante (2
  spells)
  4
  6th
  +3
  2
  Fighting Training,
  Omniglot
  4
  7th
  +3
  2
  Arcane Dilettante (3
  spells)
  4
  8th
  +3
  2
  Ability Score
  Improvement,
  Expertise
  5
  9th
  +4
  3
  Cunning Surge
  5
  10th
  +4
  3
  Arcane Dilettante (4
  spells)
  5
  11th
  +4
  3
  Cunning Talent,
  Cunning Breach
  6
  12th
  +4
  3
  Ability Score
  Improvement, Arcane
  Dilettante (5 spells)
  6
  13th
  +5
  4
  Cunning Dodge
  6
  14th
  +5
  4
  Arcane Dilettante (6
  spells), Expertise
  7
  15th
  +5
  4
  Trap Analysis,
  Opportunistic Piety
  (short rest)
  7
  16th
  +5
  4
  Use Magic Device,
  Ability Score
  Improvement
  7
  17th
  +6
  5
  Arcane Dilettante (7
  spells)
  8
  18th
  +6
  5
  Cunning Movement,
  Arcane Dilettante (8
  spells)
  8
  19th
  +6
  5
  Ability Score
  Improvement,
  Cunning Perfection
  8
  20th
  +6
  5
  Cunning Brilliance
  10
  Class Features
  Class Features
  As a factotum, you gain the following class features
  Hit Points
  Hit Points
  Hit Dice: 1d8 per factotum level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per factotum level after 1st
  Proficiencies
  Proficiencies
  Armor: Light armor, shields
  Weapons: Simple and martial weapons
  Tools: Three of your choice
  Saving Throws: Dexterity, Intelligence
  Skills: Choose any four
  Equipment
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  One martial weapon of your choice
  (a) a shortbow and quiver of 20 arrows or (b) a simple
  weapon or (c) a shield
  A pack of your choice
  Leather armor and three tools of your choice
  Inspiration
  Inspiration
  You have a body of random knowledge that fuels your
  abilities. You can spend these points to gain various bonuses.
  When you roll initiative, or if you spend 1 minute recharging
  by exercising, solving puzzles, reading, or otherwise engaged
  in light activity, your inspiration points are set to the amount
  in the Inspiration Points table.
  Cunning Insight
  Cunning Insight
  Before making an attack roll or damage roll you can spend 1
  inspiration point to gain a bonus on the roll equal to your
  Intelligence modifier. Cunning insight does not require an
  action, and you can use it as often as you wish during your
  turn or others’ turns—provided that you have the inspiration
  points to spend, but only once per roll.
  Jack of All Trades
  Jack of All Trades
  You can add half your proficiency bonus, rounded down, to
  any ability check you make that doesn't already include your
  proficiency bonus.
  Expertise
  Expertise
  At 2nd level, choose two of your skill or tool proficiencies, or
  one of each. Your proficiency bonus is doubled for any ability
  check you make that uses either of the chosen proficiencies.
  At 8th level and again at 14th level, you can choose two
  more of your proficiencies (in skills or with tools) to gain this
  benefit.
  
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  Cunning Knowledge
  Cunning Knowledge
  Starting at 2nd level, when making an skill check or tool
  ability check, you can spend 1 inspiration point to gain a
  bonus on the check equal to 1 + half your factotum level,
  rounded down. You can use this ability once per day for a
  particular skill or tool. For example, if you use cunning
  knowledge to gain a bonus on a Stealth check, you cannot
  use the ability to improve other Stealth checks for the rest of
  the day, though you can use it on different skills.
  Brains over Brawn
  Brains over Brawn
  At 3rd level, you can use your Intelligence bonus in place of
  your Strength or Dexterity bonus on Strength and Dexterity
  checks.
  Cunning Defense
  Cunning Defense
  At 3rd level, you can spend 1 inspiration point to gain your
  Intelligence bonus on a single saving throw or as AC against
  a single attack. You can spend these points multiple times per
  turn, but only once per save or attack.
  Ability Score Improvement
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, and
  19th level, you can increase one ability score of your choice
  by 2, or you can increase two Ability Scores of your choice by
  1. As normal, you can’t increase an ability score above 20
  using this feature.
  Cunning Strike
  Cunning Strike
  Starting at 4th level, you gain the ability to pick out
  weaknesses in your enemies. You can spend 1 or more
  inspiration points to gain 1d6 points of sneak attack damage
  per inspiration point spent until the start of your next turn, up
  to a maximum of the damage a rogue of your level would
  gain. The damage only applies if sneak attack would and only
  applies to one attack per turn; see the Rogue class for details.
  Arcane Dilettante
  Arcane Dilettante
  When you reach 4th level, you gain a basic understanding of
  magic. By waving your hands around you can produce an
  effect that looks like a spell. This has two benefits:
  1. You can cast any cantrip from any list by spending 1
  inspiration point, but a specific cantrip only once per day.
  2. You can choose one spell of 1st level or higher from the
  wizard list to prepare. You can cast each spell by spending
  1 inspiration point, but can only cast a specific spell once
  per day. Additionally, you can only prepare one spell of the
  highest level you have availible to cast.
  Your spellcasting ability is Intelligence. Your spell attack
  bonus is your Intelligence modifier plus your proficiency
  bonus, and your spell save DC is 8+Intelligence
  modifier+proficiency bonus.
  The number of wizard spells you can prepare daily and the
  level you can prepare both increase as you gain levels, as
  listed in the table.
  Opportunistic Piety
  Opportunistic Piety
  Starting at 5th level, you can tap into a flicker of divinity. Once
  per day, you can spend 1 inspiration point to channel divinity.
  You can mimic a cleric's Turn Undead (but you never destroy
  undead) or the level 2 channel divinity feature of any domain.
  After channeling once, you cannot do so again until you finish
  a long rest.
  Alternatively, you can expend your use of channel divinity
  to gain a pool of healing power. With that pool, you can
  restore a total number of hit points equal to twice your
  factotum level. As an action, you can touch a creature and
  draw power from the pool to restore a number of hit points to
  that creature, up to the maximum amount remaining in your
  pool. This pool lasts until you finish a long rest.
  At 15th level you can channel divinity once per short or
  long rest.
  Fighting Training
  Fighting Training
  Beginning at 6th level, you can spend 2 inspiration points to
  gain the benefit of one of the following fighting styles until the
  start of your next turn.
  Archery
  Archery
  You gain a +2 bonus to attack rolls you make with ranged
  weapons.
  Defense
  Defense
  While you are wearing armor, you gain a +1 bonus to AC.
  Dueling
  Dueling
  When you are wielding a melee weapon in one hand and no
  other weapons, you gain a +2 bonus to damage rolls with that
  weapon.
  Great Weapon Fighting
  Great Weapon Fighting
  When you roll a 1 or 2 on a damage die for an attack you
  make with a melee weapon that you are wielding with two
  hands, you can reroll the die and must use the new roll, even
  if the new roll is a 1 or a 2. The weapon must have the two-
  handed or versatile property for you to gain this benefit.
  Protection
  Protection
  When a creature you can see attacks a target other than you
  that is within 5 feet of you, you can use your reaction to
  impose disadvantage on the attack roll. You must be wielding
  a shield.
  Two-Weapon Fighting
  Two-Weapon Fighting
  When you engage in two-weapon fighting, you can add your
  ability modifier to the damage of the second attack.
  Unearthed Arcana
  Unearthed Arcana
  IF your DM allows unearthed arcana content, the
  following fighting styles are also available.
  Mariner (Unearthed Arcana)
  Mariner (Unearthed Arcana)
  As long as you are not wearing heavy armor or using a shield,
  you have a swimming speed and a climbing speed equal to
  your normal speed, and you gain a +1 bonus to AC.
  
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  Close Quarters Shooter (Unearthed
  Close Quarters Shooter (Unearthed
  Arcana)
  Arcana)
  You are trained in making ranged attack at close quarters.
  When making a ranged attack while you are within 5 feet of a
  hostile creature, you do not have disadvantage on the attack
  roll. Your ranged attacks ignore half cover and three-quarters
  cover against targets within 30 feet of you. Finally, you have a
  +1 bonus to attack rolls on ranged attacks.
  Tunnel Fighter (Unearthed Arcana)
  Tunnel Fighter (Unearthed Arcana)
  You excel at defending narrow passages, doorways, and other
  tight spaces. As a bonus action, you can enter a defensive
  stance that lasts until the start of your next turn. While in
  your defensive stance, you can make opportunity attacks
  without using your reaction, and you can use your reaction to
  make a melee attack against a creature that moves more than
  5 feet while within your reach.
  Omniglot
  Omniglot
  Starting at 6th level, your travels have exposed you to so
  many cultures you can ask for a flagon of mead or a bed for
  the night in four hundred different languages. You can
  communicate basic concepts in any language. Any Charisma,
  Wisdom, or Intelligence checks you make to convey or
  understand meaning in a language you don't know are at
  disadvantage.
  Cunning Surge
  Cunning Surge
  Starting at 9th level, you learn to push yourself when needed.
  By spending 3 inspiration points, you can take an extra action
  during your turn. You can use this ability once per turn.
  Cunning Breach
  Cunning Breach
  Starting at 11th level, your broad knowledge allows you to
  study an opponent and gain a brief flash of insight to breach
  their defenses. By spending 1 inspiration point, you can
  ignore a single target’s damage resistance and immunity for 1
  round.
  Cunning Talent
  Cunning Talent
  By 11th level, you have refined your chosen skills until they
  approach perfection. Whenever you make an ability check
  that lets you add your proficiency bonus, you can treat a d20
  roll of 9 or lower as a 10. Additionally, whenever you make an
  ability check that doesn't let you add your proficiency bonus,
  you can spend 2 inspiration point to treat a d20 roll of 9 or
  lower as a 10.
  Cunning Dodge
  Cunning Dodge
  Starting at 13th level, your luck, reflexes, and intuition allow
  you to avoid an attack or spell that would otherwise defeat
  you. If you take damage that would reduce you to 0 hit points,
  you can spend 4 inspiration points as a reaction to ignore the
  damage. You dodge out of the way, take cover from a spell, or
  otherwise escape. You can't use this ability again until you
  finish a long rest.
  Trap Analysis
  Trap Analysis
  At 15th level, you can analyze a trap's mechanism, system of
  operation, and possible weaknesses. Make an Intelligence
  (Investigation) check with a DC determined by your DM. On a
  success, you can figure out how the trap works and what it
  will do, and at your DM's discretion may figure out ways
  around it or to disable it. If you successfully disable a trap you
  successfully analyzed, you can add a bypass that lets you and
  your party around while the trap remains active for any
  pursuers.
  Use Magic Device
  Use Magic Device
  By 16th level, you have learned enough about the workings of
  magic that you can improvise the use of items even when
  they are not intended for you. You ignore all class, race,
  alignment, and level requirements on the use of magic items.
  Cunnning Movement
  Cunnning Movement
  At 18th level, your quick thinking and agility allow you to
  move and think quickly. You can spend 1 inspiration point to
  take a Bonus Action on your turn in combat. This action can
  be used only to take the Dash, Disengage, or Use an Object
  action, to make any Intelligence skill check, or to use your
  thieves’ tools to disarm a trap or open a lock.
  Cunning Perfection
  Cunning Perfection
  At 19th level, you have an uncanny knack for succeeding
  when you need to. If you fail an ability check, you can spend 1
  inspiration point to treat the d20 roll as a 20.
  Once you use this feature, you can't use it again until you
  finish a short or long rest.
  Cunning Brilliance
  Cunning Brilliance
  At 20th level, you become the ultimate jack of all trades. Your
  sharp mind and keen sense of your surroundings allow you to
  duplicate almost any ability you witness. At the start of each
  day, choose three non-spellcasting class or subclass abilities.
  Each ability must be available to a standard character class
  or subclass at 10th level or lower, and must appear on the
  advancement table or in the text description for that class. By
  spending 4 inspiration points, you gain the benefits and
  drawbacks of one chosen ability for 1 minute. You use the
  ability as if your level in the relevant class equaled your
  factotum level. You can use each chosen class ability once per
  day.
  For example, if you use a monk’s martial arts ability, you
  gain all the benefits and drawbacks described under martial
  arts. You do not gain the benefits of flurry of blows, because
  that is a separate ability in the monk’s class description.
  
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  The Shadowcaster
  The Shadowcaster
  Level
  Level
  Proficiency
  Proficiency
  Bonus
  Bonus
  Features
  Features
  Fundamentals
  Fundamentals
  Known
  Known
  Mysteries
  Mysteries
  Known
  Known
  1st
  1st 2nd
  2nd 3rd
  3rd 4th
  4th 5th
  5th 6th
  6th 7th
  7th 8th
  8th 9th
  9th
  1st
  +2
  Shadow Mysteries
  3
  2
  2
  — — — — — — — —
  2nd
  +2
  ─
  3
  3
  3
  — — — — — — — —
  3rd
  +2
  ─
  4
  2
  4
  2
  — — — — — — —
  4th
  +2
  Ability Score
  Improvement
  4
  2
  4
  1
  — — — — — — —
  5th
  +3
  ─
  4
  3
  4
  2
  — — — — — — —
  6th
  +3
  ─
  4
  4
  4
  3
  — — — — — — —
  7th
  +3
  ─
  4
  4
  4
  3
  — — — — — — —
  8th
  +3
  Ability Score
  Improvement
  4
  4
  4
  3
  1
  — — — — — —
  9th
  +4
  ─
  4
  4
  4
  3
  2
  — — — — — —
  10th
  +4
  ─
  5
  5
  4
  3
  3
  1
  — — — — —
  11th
  +4
  ─
  5
  5
  4
  3
  3
  1
  — — — — —
  12th
  +4
  Ability Score
  Improvement
  5
  5
  4
  3
  3
  2
  — — — — —
  13th
  +5
  ─
  5
  5
  4
  3
  3
  2
  — — — — —
  14th
  +5
  ─
  5
  5
  4
  3
  3
  2
  — — — — —
  15th
  +5
  ─
  5
  6
  4
  3
  3
  2
  — — — — —
  16th
  +5
  Ability Score
  Improvement
  5
  7
  4
  3
  3
  3
  1
  — — — —
  17th
  +6
  ─
  5
  7
  4
  3
  3
  3
  1
  — — — —
  18th
  +6
  ─
  10
  8
  4
  3
  3
  3
  2
  — — — —
  19th
  +6
  Ability Score
  Improvement
  10
  9
  4
  3
  3
  3
  2
  — — — —
  20th
  +6
  ─
  10
  9
  4
  3
  3
  3
  3
  — — — —
  Shadowcaster
  Shadowcaster
  Class Features
  Class Features
  As a shadowcaster, you gain the following class features
  Hit Points
  Hit Points
  Hit Dice: 1d8 per shadowcaster level
  Hit Points at 1st Level: 8 + your Constitution modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
  modifier per shadowcaster level after 1st
  Proficiencies
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons
  Tools: None
  Saving Throws: Dexterity, Charisma
  Skills: Choose two from Arcana, Deception, History,
  Intimidation, Investigation, Stealth, and Religion
  Equipment
  Equipment
  You start with the following equipment, in addition to the
  equipment granted by your background:
  One martial weapon of your choice
  (a) leather armor or (b) scale mail
  (a) a shortbow and quiver of 20 arrows or (b) a simple
  weapon or (c) a shield
  A pack of your choice
  Two tools of your choice
  
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  Mysteries
  Mysteries
  Fundamentals
  Fundamentals
  Arrow of Dusk
  Arrow of Dusk
  Evocation fundamental
  Casting Time: 1 action
  Range: 120 feet
  Components: S
  Duration: Instantaneous
  A bolt of shadow springs from your hand to a creature or
  object within range, draining vitality where it strikes. Make a
  ranged spell attack against the target. On a hit, the target
  takes 2d4 cold or necrotic damage (your choice). If you score
  a critical hit, you roll damage dice three times, instead of
  twice. This spell’s damage increases by 2d4 when you reach
  5th level (4d4), 11th level (6d4), and 17th level (8d4).
  Black Candle
  Black Candle
  Evocation fundamental
  Casting Time: 1 action
  Range: 60 feet
  Components: S
  Duration: 1 minute
  You alter the ambient light within a 20-foot sphere within
  range. At your option, it becomes bright light, dim light, or
  darkness. You can choose to make the light or darkness
  magical or nonmagical, at your option. Creatures with
  darkvision can see through nonmagical darkness as normal.
  The fundamental ends if you cast it again or dismiss it as an
  action.
  Caul of Shadow
  Caul of Shadow
  Abjuration fundamental
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Concentration, up to 10 minutes
  You grant yourself resistance to cold or necrotic damage
  (your choice). As a bonus action, you can switch resistances.
  Liquid Night
  Liquid Night
  Conjuration fundamental
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  The shadows around your hand seem to weep, leaving a
  small puddle of dark tears.
  You create a quantity of ink great enough for you to write
  approximately one page of text. It is not of sufficient quality to
  scribe spells. In darkness or shadowy illumination, the ink
  glows with light that has the brightness of a candle. The light
  can be colored as you like. Water splashed on the ink causes
  it to wash away and cease glowing, but otherwise the ink
  continues to glow indefinitely.
  Mystic Reflections
  Mystic Reflections
  Divination fundamental
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Concentration, up to 1 minute
  For the duration, you sense the presence of magic within
  30 feet of you. If you sense magic in this way, you can use
  your action to see a faint aura around any visible creature or
  object in the area that bears magic, and you learn its school
  of magic, if any.
  The spell can penetrate most barriers, but it is blocked by 1
  foot of stone, 1 inch of common metal, a thin sheet of lead, or
  3 feet of wood or dirt.
  Shadow Hood
  Shadow Hood
  Illusion fundamental
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Concentration, up to 1 minute
  You send swirling tendrils and bursts of mystic shadow
  towards one creature within range. It must succeed on a
  Wisdom saving throw or have disadvantage on Perception
  checks for the duration.
  Sight Obscured
  Sight Obscured
  Illusion fundamental
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Concentration, up to 1 minute
  You place a cloak of shadows and silence on one willing
  creature you touch, masking it from detection. For the
  duration, the creature has a +5 bonus to Dexterity (Stealth)
  checks and Dexterity (Sleight of Hand) checks.
  Umbral Hand
  Umbral Hand
  Conjuration fundamental
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: 1 minute
  A spectral, floating hand appears at a point you choose
  within range. The hand lasts for the duration or until you
  dismiss it as an action. The hand vanishes if it is ever more
  than 30 feet away from you or if you cast this spell again.
  You can use your action to control the hand. You can use
  the hand to manipulate an object, open an unlocked door or
  container, stow or retrieve an item from an open container, or
  pour the contents out of a vial. You can move the hand up to
  30 feet each time you use it.
  The hand can’t attack, activate magic items, or carry more
  than 50 pounds.
  
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  Widened Eyes
  Widened Eyes
  Divination fundamental
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Concentration, up to 1 hour
  You apply a filter of shadow that channels and enhances
  incoming light to a willing creature you touch. That creature
  gains darkvision for the duration of the spell.
  1st Level
  1st Level
  Bend Perspective
  Bend Perspective
  1st-level divination
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Concentration, up to 10 minutes
  You send your vision through shadows and into planar
  reflections, altering your point of view. For the duration, you
  view the world as if you were standing in a different spot
  within 30 feet. You cannot see through solid objects.
  However, you can look around corners or over barriers,
  obtain a bird's-eye view of your area, and so on. You can
  switch back and forth between your own eyes and an
  alternate viewpoint as a bonus action.
  Carpet of Shadow
  Carpet of Shadow
  1st-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Concentration, up to 10 minutes
  The ground becomes rough and hazardous, the real floor
  superimposed with irregular terrain of the Plane of Shadow.
  You place ten 5-foot-by-5-foot panels. Each panel lies flat
  against the floor, like a carpet, and must be contiguous with
  another panel. All areas covered by a panel become difficult
  terrain.
  Life Fades
  Life Fades
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: Instantaneous
  Make a melee spell attack against a creature you can reach.
  On a hit, the target takes 3d6 necrotic damage and must
  succeed on a Constitution saving throw. On a failure, it gains
  one level of exhaustion that lasts for 1 minute. If the creature
  already had one or more levels of exhaustion, it does not gain
  any more.
  At Higher Levels. When you cast this mystery using a
  spell slot of 2nd level or higher, the damage increases by 1d6
  for each slot level above 1st.
  Mesmerizing Shade
  Mesmerizing Shade
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: 1 round
  One creature within range must succeed on a Wisdom
  saving throw. On a failure, it is incapacitated until the start of
  your next turn. Even on a success, it suffers disadvantage on
  Perception checks for the duration.
  Creatures immune to being charmed are immune to this
  mystery.
  Steel Shadows
  Steel Shadows
  1st-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: S
  Duration: 1 hour
  You touch a willing creature who isn’t wearing or carrying a
  shield, and a protective magical force surrounds it until the
  spell ends. The target’s base AC becomes 14 + its Dexterity
  modifier. The spell ends if the target dons armor or a shield,
  or if you dismiss the spell as an action.
  Voice of Shadows
  Voice of Shadows
  1st-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: 1 round
  You send a one-word command to a creature you can see
  within range via the Plane of Shadows. The target must
  succeed on a Wisdom saving throw or follow the command
  on its next turn. The mystery has no effect if the target
  doesn’t understand your language or if your command is
  directly harmful to it. However, even if the target can't hear
  you, you can broadcast the words through the Plane of
  Shadows.
  Some typical commands and their effects follow. You might
  issue a command other than one described here. If you do so,
  the DM determines how the target behaves. If the target can’t
  follow your command, the spell ends.
  Approach. The target moves toward you by the shortest
  and most direct route, ending its turn if it moves within 5 feet
  of you.
  Drop. The target drops whatever it is holding and then
  ends its turn.
  Flee. The target spends its turn moving away from you by
  the fastest available means.
  Grovel. The target falls prone and then ends its turn.
  Halt. The target doesn’t move and takes no actions. A
  flying creature stays aloft, provided that it is able to do so. If it
  must move to stay aloft, it flies the minimum distance needed
  to remain in the air.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you can affect one additional
  creature for each slot level above 1st. The creatures must be
  within 30 feet of each other when you target them.
  
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  2nd Level
  2nd Level
  Black Fire
  Black Fire
  2nd-level evocation
  Casting Time: 1 action
  Range: 30 feet
  Components: S
  Duration: Concentration, up to 1 minute
  The ground fills with black fire from the Plane of Shadow.
  You place ten 5-foot cubes on the ground as you desire. Each
  cube must be contiguous with another cube.
  When a creature enters the mystery’s area for the first time
  on a turn or starts its turn there, that creature must make a
  Dexterity saving throw. The creature takes 2d6 cold damage
  on a failed save, or half as much damage on a successful one.
  Congress of Shadow
  Congress of Shadow
  2nd-level evocation
  Casting Time: 1 action
  Range: Unlimited
  Components: S
  Duration: Instantaneous
  You send a short message of twenty-five words or less to a
  creature with which you are familiar. The creature hears the
  message in its mind, recognizes you as the sender if it knows
  you, and can answer in a like manner immediately.
  You can send the message across any distance, but not to
  other planes of existence.
  
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  Feats
  Feats
  Wellspring of Inspiration
  Wellspring of Inspiration
  Prerequisite: Inspiration class feature, Int 15
  Your maximum amount of Inspiration Points increases by
  your proficiency bonus.
  Races
  Races
  Elan
  Elan
  Age. You have an unlimited lifespan.
  Ability Score Reduction. Your Charisma decreases by 2.
  Type. Your type is aberration, not humanoid, giving you
  immunity to effects that only target humanoids such as
  dominate person and crown of madness.
  Psi Points. You have a reservoir of 2 psi points, or your
  maximum psi points increases by 2.
  Resistance. When you are forced to make a saving throw,
  you can expend 1 psi point to gain advantage on the save.
  Resilience. When you take damage, you can expend psi
  points and roll 1d4 per point expended. You then reduce the
  damage you would take by this total.
  Repletion. You can expend 1 psi point. When you do so,
  you do not have to eat or drink for 24 hours.
  Psionic Talent. You know one talent of your choice, and
  can manifest it at will.
  Languages. Common and one of your choice.
  Illumian
  Illumian
  Ability Score Improvement. Three ability scores of your
  choice increase by 1.
  Sigils of Light. As a bonus action, you can make these
  sigils visible or invisible. When visible, they shine magic
  bright light in a 5-foot radius and dim light for an additional 5
  feet.
  Skills. You gain proficiency in 2 skills of your choice.
  Multiclassers. An illumian does not need to meet any
  ability score prerequisites when multiclassing.
  Automatic Languages. Common, Illumian, and one of
  your choice.
  Kobold
  Kobold
  Yes, I am aware of the Volo's writeup of kobolds.
  But I felt that one didn't really fit the race.
  Ability Score Adjustment. Your Dexterity increases by 2,
  and your Strength decreases by 2.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim
  light. You can't discern color in darkness, only shades of gray.
  Pack Tactics. You have advantage on an attack roll against
  a creature if at least one of your allies is within 5 feet of the
  creature and the ally isn't incapacitated.
  Sunlight Sensitivity. You have disadvantage on attack rolls
  and on Wisdom (Perception) checks that rely on sight when
  you, the target of your attack, or whatever you are trying to
  perceive is in direct sunlight.
  Speed. Your base walking speed is 30 feet.
  Languages. You can speak, read, and write Common and
  Draconic.
  Subrace. Although not proper subraces, kobolds do have
  variant abilities.
  Aquatic
  Aquatic
  Child of the Sea. You have a swimming speed of 30 feet, and
  you can breathe air and water.
  Chromatic Spirit
  Chromatic Spirit
  Ability Score Improvement. Your Charisma increases by 1.
  Damage Resistance. You gain resistance to one damage
  type, determined by what sort of dragon you embody.
  Dragon
  Dragon
  Damage Type
  Damage Type
  Black
  Acid
  Blue
  Lightning
  Green
  Poison
  Red
  Fire
  White
  Ice
  Dragonwrought
  Dragonwrought
  Type. Your type changes from humanoid to dragon, giving
  you immunity to effects that only target humanoids such as
  dominate person and crown of madness.
  Age. You gain the longevity of dragons, increasing your
  maximum age to 3,000 years.
  Trapmaster
  Trapmaster
  Lightning Reflexes. You gain proficiency on Initiative
  checks, and advantage on Dexterity saving throws against
  traps.
  Master Disarmer. Your skill at finding and disarming traps
  is legendary. When dealing with a trap, add your proficiency
  bonus to Perception and Investigation checks to find and
  understand traps, and checks made with thieves' tools to
  disarm them, even if you already were adding it.
  Urd
  Urd
  Flight. You have a flying speed of 30 feet. To use this speed,
  you can’t be wearing medium or heavy armor.
  
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  Synad
  Synad
  Age. As human.
  Type. Your type is aberration, giving you immunity to
  effects that only target humanoids such as dominate person
  and crown of madness.
  Psi Points. You have a reservoir of 3 psi points, or your
  maximum psi points increases by 3. You have one each from
  the overmind, the collective, and the oracle.
  Threefold Mind. The threefold synthesis of mind,
  controlled by the overmind, grants you a defense against
  mental attacks. You gain advantage against being charmed or
  frightened.
  Oracle. The part of a synad's mind known as the oracle
  grants you a daily precognitive edge. When you finish a long
  rest, roll 2d20 and record the higher number rolled. You can
  replace any attack roll, saving throw, or ability check made by
  you with this foretelling roll. You must choose to do so before
  the roll.
  The foretelling roll can be used only once. When you finish
  a long rest, you lose an unused foretelling roll.
  Collective. The part of your mind known as the collective
  allows you to tap into a racial network of knowledge and
  information. You can spend 1 psi point to gain advantage on
  any Intelligence check you make.
  Psionic Talent. You know one talent of your choice, and
  can manifest it at will.
  Languages. Common and Synad.
  
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  Spell Lists
  Spell Lists
  Bard
  Bard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Amanuensis
  Bouncing Fall (Bounce the
  Baby)
  Memory Lapse (What Was I
  Thinking Of?)
  1st Level
  1st Level
  Alibi
  Beggar's Charm (Fly a Flag)
  Card Control (Flip You for It)
  Compelling Question
  (Shakedown)
  Confession (I Shouldn't Tell
  You This)
  Countercharm
  Dust and Dirt (Not Worth
  Much) (ritual)
  Forget (Nothing to See)
  Mage Burr
  2nd Level
  2nd Level
  Charming Lie (Trust Me,
  Boys)
  Chill Metal
  Private Conversation (Just
  Between Us) (ritual)
  3rd Level
  3rd Level
  Celerity
  Create Fetch
  Enduring Scrutiny
  4th Level
  4th Level
  Nondescript
  5th Level
  5th Level
  Serene Gaze of Io
  7th Level
  7th Level
  Joyous Voice of Hlal
  8th Level
  8th Level
  Pure Sight
  Cleric
  Cleric
  Cantrips (0 Level)
  Cantrips (0 Level)
  Amanuensis
  1st Level
  1st Level
  Scholar's Touch (Ritual)
  4th Level
  4th Level
  Dimensional Anchor
  Identify Transgressor
  Lendys's Fair Exchange
  5th Level
  5th Level
  Mercantile Gaze of Astilabor
  Serene Gaze of Io
  Wings of Aasterinian
  7th Level
  7th Level
  Joyous Voice of Hlal
  8th Level
  8th Level
  Pure Sight
  Druid
  Druid
  1st Level
  1st Level
  Blockade
  Douse
  Mage Burr
  2nd Level
  2nd Level
  Chill Metal
  3rd Level
  3rd Level
  Air Breathing (ritual)
  Chain of Eyes
  Control Temperature (ritual)
  4th Level
  4th Level
  Friendly Fire
  5th Level
  5th Level
  Brutal Claw of Garyx
  Serene Gaze of Io
  Wings of Aasterinian
  Paladin
  Paladin
  3rd Level
  3rd Level
  Enduring Scrutiny
  4th Level
  4th Level
  Lendys's Fair Exchange
  Tamara's Aura of Safety
  Ranger
  Ranger
  1st Level
  1st Level
  Blockade
  Douse
  Woodwisp Arrow
  2nd Level
  2nd Level
  Near Horizon
  3rd Level
  3rd Level
  Air Breathing (ritual)
  
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  Sorcerer
  Sorcerer
  Cantrips (0 Level)
  Cantrips (0 Level)
  Amanuensis
  1st Level
  1st Level
  Alibi
  Blockade
  Mage Burr
  Nerveskitter
  3rd Level
  3rd Level
  Air Breathing (ritual)
  Arcane Turmoil
  Celerity
  Control Temperature (ritual)
  Create Fetch
  Wand Modulation
  4th Level
  4th Level
  Dimensional Anchor
  Friendly Fire
  Ice Web
  Nondescript
  Seething Eyebane
  5th Level
  5th Level
  Brutal Claw of Garyx
  Master of the Game
  Wings of Aasterinian
  7th Level
  7th Level
  Joyous Voice of Hlal
  8th Level
  8th Level
  Pure Sight
  9th Level
  9th Level
  Invoke Magic
  Maw of Chaos
  Warlock
  Warlock
  Cantrips (0 Level)
  Cantrips (0 Level)
  Amanuensis
  Bat Sight
  Lengthen Shadows
  1st Level
  1st Level
  Distraction (Screamer)
  Mage Burr
  3rd Level
  3rd Level
  Chain of Eyes
  4th Level
  4th Level
  Lendys's Fair Exchange
  Seething Eyebane
  5th Level
  5th Level
  Brutal Claw of Garyx
  Master of the Game
  Prying Eyes
  8th Level
  8th Level
  Pure Sight
  9th Level
  9th Level
  Invoke Magic
  Maw of Chaos
  Wizard
  Wizard
  Cantrips (0 Level)
  Cantrips (0 Level)
  Amanuensis
  Bat Sight
  Bouncing Fall (Bounce the
  Baby)
  Create Equipment (Just the
  Thing)
  Fast Escape (Quicker)
  Lengthen Shadows
  Memory Lapse (What Was I
  Thinking Of?)
  1st Level
  1st Level
  Alibi
  Beggar's Charm (Fly a Flag)
  Blockade
  Card Control (Flip You for It)
  Compelling Question
  (Shakedown)
  Douse
  Dust and Dirt (Not Worth
  Much) (ritual)
  Forget (Nothing to See)
  Mage Burr
  Moment's Brilliance
  Nerveskitter
  Scholar's Touch (ritual)
  2nd Level
  2nd Level
  Charming Lie (Trust Me,
  Boys)
  Part Crowd (Step Aside)
  Private Conversation (Just
  Between Us) (ritual)
  3rd Level
  3rd Level
  Air Breathing (ritual)
  Arcane Turmoil
  Celerity
  Chain of Eyes
  Control Temperature (ritual)
  Create Fetch
  Enduring Scrutiny
  Glimpse of Truth (ritual)
  Wand Modulation
  4th Level
  4th Level
  Dimensional Anchor
  Enter Shadow
  Friendly Fire
  Hand of the Guilty
  Lendys's Fair Exchange
  Nondescript
  Seething Eyebane
  5th Level
  5th Level
  Brutal Claw of Garyx
  Master of the Game
  Mercantile Gaze of Astilabor
  Prying Eyes
  Serene Gaze of Io
  Wings of Aasterinian
  6th Level
  6th Level
  Probe Thoughts
  Rary's Arcane Conversion
  7th Level
  7th Level
  Mindshriek
  8th Level
  8th Level
  Pure Sight
  Simbul's Spell Swap
  Spell Replacement
  9th Level
  9th Level
  Invoke Magic
  Maw of Chaos
  
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  Spell Descriptions
  Spell Descriptions
  Air Breathing
  Air Breathing
  3rd-level transmutation (ritual)
  (Druid, Ranger, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a short reed or piece of straw)
  Duration: 24 hours
  This spell grants up to ten willing creatures you can see
  within range the ability to breathe air until the spell ends.
  Affected creatures also retain their normal mode of
  respiration.
  Alibi
  Alibi
  1st-level illusion
  (Bard, Sorcerer, Wizard)
  Casting Time: 1 bonus action
  Range: 30 feet
  Components: S, M (a twig)
  Duration: Instantaneous
  Your target's expression changes as he suddenly recalls
  seeing you before.
  You implant a memory of your presence in a target's mind.
  The creature must make an Intelligence saving throw. On a
  failure, it recalls speaking with you or interacting with you
  sometime within the last 24 hours. The phantasm is
  completely believable and the target's mind adapts to the
  mental intrusion, filling in any gaps in logic.
  Amanuensis
  Amanuensis
  Transmutation cantrip
  (Bard, Cleric, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  You point at the writing and then move your hand as
  though holding a stylus or quill. As you intone the spell, the
  script appears on a sheet of paper close at hand.
  You cause writing from one source (such as a book) to be
  copied into a book, paper, or parchment. This spell copies
  250 words per minute and creates a perfect duplicate of the
  original. The spell copies only nonmagical text, not
  illustrations or magical writings (such as the text of a
  spellbook, a spell scroll, or a sepia snake sigil). If the target
  contains normal and magical writing (such as a letter with
  explosive runes), only the normal text is copied, leaving blank
  space in the copied text where the magical writing would be
  expected. Likewise, if the target contains text and illustration,
  only the text is copied.
  The spell triggers (but does not copy) writing-based magic
  traps in the material being copied.
  Blank paper, parchment, or a book must be provided for
  the spell to write upon. If the target has multiple pages, the
  spell automatically turns to the next blank page whenever
  necessary. If more pages in the target exist than blank pages
  are available, the spell copies the original until it runs out of
  blank pages. At any time during the spell's duration you can
  redirect the magic to copy from another target, copy onto a
  different blank source, or resume a duplication that was
  interrupted by a shortfall of blank pages.
  The spell does not translate the copied writing. If you do
  not understand the original, you have no additional ability to
  understand the copy.
  Arcane Turmoil
  Arcane Turmoil
  3rd-level abjuration
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  This spell is a highly specialized variant of dispel magic,
  created for wizard duels. Choose one creature within range.
  Any spell of 3rd level or lower on the target ends. For each
  spell of 4th level or higher on the target, make an ability
  check using your spellcasting ability. The DC equals 10 + the
  spell’s level. On a successful check, the spell ends.
  Additionally, if the subject is a spellcaster, it must make a
  Constitution saving throw. On a failure, it loses a 3rd-level
  spell slot, or its highest slot if it doesn't have any 3rd slots.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you automatically end the effects of
  a spell on the target if the spell’s level is equal to or less than
  the level of the spell slot you used. Additionally, the level of
  the slot lost equals the slot you use to cast this spell.
  Bat Sight (Blind Eye)
  Bat Sight (Blind Eye)
  Divination cantrip
  (Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 round
  One willing creature you touch gains blindsight out to a
  range of 10 feet until the end of its next turn. It can't use this
  blindsight while deafened. For the same duration, the
  creature has vulnerability to thunder damage.
  
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  Beggar’s Charm (Fly a Flag)
  Beggar’s Charm (Fly a Flag)
  1st-level enchantment
  (Bard, Wizard)
  Casting Time: 1 minute
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to one hour
  This spell draws the eye of those within its area, making
  you more visible and (often) more sympathetic—and also
  increasing your value as a distraction when trying to draw the
  eye of guards, sentries,or scouts.You become easier to discern
  (advantage on viewers’ Wisdom (Perception) checks) and
  provide a better distraction, imposing on viewers of your
  choice disadvantage on Wisdom (Perception) checks. The
  spell is also used to help beggars draw attention to
  themselves when plying their trade, granting advantage on
  checks for begging.
  Blockade
  Blockade
  1st-level conjuration
  (Druid, Ranger, Sorcerer, Wizard)
  Casting Time: 1 bonus action
  Range: 5 feet
  Components: V, S, M (a small wooden block)
  Duration: 1 minute
  You drop a tiny wooden block before you. It rapidly begins
  growing and hits the ground with a heavy thud, becoming a
  perfect 5-foot cube of dense wood.
  You call a cube of solid wood, 5 feet on a side, into being.
  The cube must be created upon solid ground in an empty
  square. If no solid surface exists that is large enough for the
  cube to fit on, or if no adjacent square is empty, the spell fails.
  The cube weighs 2,000 pounds. It has immunity to poison
  and psychic damage, a damage threshold of 5, and 600 hit
  points. It completely fills one 5-foot square.
  Multiple cubes can be stacked. If it is pushed into water, the
  cube floats.
  Bouncing Fall (Bounce the Baby)
  Bouncing Fall (Bounce the Baby)
  Transmutation cantrip
  (Bard, Wizard)
  Casting Time: 1 reaction, which you take when you fall
  Range: Self
  Components: V, M (a small spring)
  Duration: Instantaneous
  You reduce but do not eliminate falling damage. Instead of
  suffering 1d6 points of damage per 10 feet fallen, you suffer
  the minimum 1 point of falling damage per 10 feet. This
  benefit comes from a magical bounce that occurs at the
  moment of impact. A successful DC 15 Dexterity (Acrobatics)
  check allows you to control the direction of the bounce;
  otherwise, the bounce throws you in a random direction from
  the point of impact. You bounce 2 feet horizontally per 10 feet
  fallen; for instance, if you fell from a height of 80 feet,you
  would bounce 16 feet away from the point of impact.
  Ifthe direction of a bounce creates a secondary impact with
  a wall, object, creature, or person, you suffer 1d6 points of
  damage from that impact and immediately fall prone. A
  creature struck by a bouncing caster does not suffer damage,
  but must make a Strength saving throw Strength check or be
  knocked prone.
  Brutal Claw of Garyx
  Brutal Claw of Garyx
  5th-level evocation
  (Cleric, Druid, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a thin coating of blood on your hand or a
  vial of dragon blood)
  Duration: Instantaneous
  You thrust your hand forward in a powerful strike to rend
  your opponent. Make a spell attack. On a hit, the target takes
  6d8 slashing and 3d8 fire damage, and must make a Strength
  saving throw. Failure allows you to throw it 60 feet in any
  direction, dealing 3d8 bludgeoning damage to anyone in the
  path.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, the slashing and bludgeoning
  damage increases by 1d8 for each slot level above 5th. The
  distance you can throw your target on a failed save also
  increases by 10 feet for each slot level above 5th.
  Card Control (Flip You for It)
  Card Control (Flip You for It)
  1st-level transmutation
  (Bard, Wizard)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S, M (the coin, dice, or cards to affect)
  Duration: Instantaneous
  A single coin flip, dice roll, or draw of a card comes up
  exactly as you desire, even if this seems impossible (such as
  drawing a fifth ace from a single deck of cards, flipping a coin
  onto its edge, or rolling twenty dice and getting all sixes). The
  verbal component is a small plea, lucky phrase, or prayer to
  the gods of luck, and the somatic component involves a
  convoluted mystic pass over the cards or a showy way to flip
  the coin. In either case,the motion might be mistaken for
  showmanship instead of spellcasting (the victims are entitled
  to Wisdom (Insight) or Intelligence (Investigation) checks
  opposed by your Deception check to determine whether
  theyknow they are being scammed).
  While the spell doesn’t fail even if the viewers figure out
  what is going on, the effect of getting the desired result isn’t
  quite the same when viewers know you accomplished it by
  magic.
  This spell does not work on magic items (such as a deck of
  many things). If used in a gambling game, card control grants
  advantage on the check.
  The rules for cheating still apply,and the spell is well
  known in most gambling dens.
  
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  Celerity
  Celerity
  3rd-level transmutation
  (Bard, Sorcerer, Wizard)
  Casting Time: 1 reaction, which you take when a creature
  you can see takes an action
  Range: Self
  Components: V
  Duration: Instantaneous
  You pull time from the future into the present, allowing you
  to immediately move up to your speed, or immediately take a
  bonus action. You are then stunned until the end of your next
  turn.
  At Higher Levels. When cast as a 5th-level spell, you can
  instead immediately take 1 action. When cast as a 7th-level
  spell, you can immediately take 1 full turn (with a move,
  interacting with an object, an action, and a bonus action).
  Chain of Eyes
  Chain of Eyes
  3rd-level divination
  (Druid, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  You can use another creature's vision instead of your own.
  As part of this creature, you force a creature you touch to
  make a Wisdom save (it can choose to fail this save if it
  wants). On a failure, you gain the ability to see out of the
  creature's eyes.
  While this spell gives you no control over the subject, each
  time it comes into physical contact with another living being,
  you can choose to transfer your sensor to the new creature.
  During your turn in a round, you can use a free action to
  switch from seeing through the current creature's eyes to
  seeing normally or back again.
  Each transfer attempt allows the new target a saving throw.
  If a target resists, the spell ends.
  At Higher Levels. If you cast this spell using a spell slot of
  5th level or higher, the duration is 8 hours. If you use a spell
  slot of 7th level or higher, the duration is 24 hours. If you use
  a 9th level spell slot, the spell lasts until it is dispelled or
  saved against. Using a spell slot of 5th level or higher grants a
  duration that doesn’t require concentration.
  Charming Lie (Trust Me, Boys)
  Charming Lie (Trust Me, Boys)
  2nd-level enchantment
  (Bard, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Concentration, up to 1 hour
  You tell a lie so convincingly that no one doubts you.
  Choose one or more creatures within range. All creatures
  must make a Wisdom saving throw. On a failure, the spell
  takes effect on that creature. Creatures immune to being
  charmed are immune to this spell. You can make the subjects
  of this spell believe almost anything that their senses don’t
  directly contradict. If it is something a target especially wants
  to believe (such as a longtime crush returning feelings), the
  target suffers disadvantage on its save. If the statement is
  especially outlandish (such as jumping in acid restoring
  wounds), it get advantage on its save.
  Because this spell is particularly surreptitious and entirely
  verbal, it is not always apparent when it has been cast. Only a
  target that succeeds on its save has a chance to recognize the
  spell with an Arcana check (this one against your spell save
  DC, instead of the normal DC). A target that fails the save is
  automatically unaware of the spell being cast. A target that
  succeeds on the save but fails the check brushes off the spell
  as unbelievable nonsense, but is unaware of the spell.
  The charming lie changes beliefs, but it does not allow the
  caster to give orders. Any statement of fact—“I’m a
  messenger for the king” or “These aren’t the bandits you’re
  looking for”—is pretty much accepted at face value.
  This spell does not allow you to suggest a course of action
  to the targets; inaction is fine, but you cannot directly tell the
  targets to do a particular thing. The targets may come to a
  conclusion on their own (such as confronting a corrupt
  official if they are told that he is robbing them,or going in
  search of water if they are told they are thirsty),but there’s no
  guarantee of that.
  When the spell wears off, the targets remember hearing
  the statement and any actions they took, but they are not
  aware they were influenced through magic.
  Chill Metal
  Chill Metal
  2nd-level transmutation
  (Bard, Druid)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of iron and a flame)
  Duration: Concentration, up to 1 minute
  Choose a manufactured metal object, such as a metal
  weapon or a suit of heavy or medium metal armor, that you
  can see within range. You cause the object to drop to frigid
  temperatures. Any creature in physical contact with the
  object takes 2d8 cold damage when you cast the spell. Until
  the spell ends, you can use a bonus action on each of your
  subsequent turns to cause this damage again.
  If a creature is holding or wearing the object and takes the
  damage from it, the creature must succeed on a Constitution
  saving throw or drop the object if it can. If it doesn’t drop the
  object, it has disadvantage on attack rolls and ability checks
  until the start of your next turn.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the damage increases by 1d8 for
  each slot level above 2nd.
  
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  Compelling Question (Shakedown)
  Compelling Question (Shakedown)
  1st-level enchantment
  (Bard, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V
  Duration: Instantaneous
  You ask another creature within range one simple question
  that it can answer with a single word. The target must
  succeed on a Wisdom saving throw. On a failure, on the
  subject’s next turn, it answers you as truthfully and fully as
  possible. The DM is free to assign advantage or disadvantage
  to the saving throw based on how important the target
  considers the information to be. Asking someone whether
  she is the king’s murderer, for example, involves a closely
  guarded secret and may earn a trained assassin advantage on
  the save. However, asking what she had for breakfast, or what
  the weather was like yesterday, will likely impose
  disadvantage on the save.
  Confession (I Shouldn’t Tell You This)
  Confession (I Shouldn’t Tell You This)
  1st-level enchantment
  (Bard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a set of wooden prayer beads)
  Duration: Concentration, up to 10 minutes
  You touch one creature and force it to make a Wisdom
  saving throw. On a failure, the subject feels talkative,
  understood, and confessional, and you seem trustworthy and
  empathetic in the subject’s eyes. When cast successfully, the
  spell typically results in the subject spilling secret
  information about past crimes, lovers, political intrigues, and
  so forth. The information provided can sometimes be
  prompted by you, though doing so requires a successful
  Persuasion check opposed by the subject's Wisdom (Insight)
  check.
  The target suffers disadvantage on this save if it is drunk or
  other- wise intoxicated, or currently charmed by you. A
  successful save makes the target even more than usually
  suspicious of you. A target that succeeds on its save cannot
  be targeted by you with this spell for 24 hours.
  Countercharm
  Countercharm
  1st-level abjuration
  (Bard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a piece of cold iron)
  Duration: Instantaneous
  One creature of your choice that is within range and is
  under the effect of a charm (such as from the charm monster
  spell) or a condition that does not work if the subject is
  immune to being charmed (such as suggestion) may
  immediately make a new save against that effect. If the
  subject is under multiple effects (such as a charm person and
  a suggestion spell), you choose which one to counter.
  If this save fails, the countercharm does not negate the
  existing spell or effect, and you the target cannot gain the
  benefits of a countercharm against that charm for the next 24
  hours (though it can still gain it against other charms it is
  under).
  Create Equipment (Just the Thing)
  Create Equipment (Just the Thing)
  Conjuration cantrip
  (Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create any one nonmagical object, which remains in
  existence for the duration of the spell. The object cannot be
  heavier than 5 lbs., must fit into a 3x1x1 foot box, and cannot
  cost more than 20 gp. Thus,the spell can create a rope, spike,
  brick, or dagger, but not a diamond or a catapult. The object
  is visibly magical, radiating dim light out to 5 feet.
  
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  Create Fetch
  Create Fetch
  3rd-level conjuration
  (Bard, Sorcerer, Wizard)
  Casting Time 1 action
  Range: 30 feet
  Components: V, S, M (one of your own hairs)
  Duration: 1 hour
  Plucking out one of your own hairs, you make a beckoning
  motion. A double of you appears nearby.
  You create a fetch, a perfect replica of your form at the time
  you cast this spell. Little more than an animated
  reproduction, a fetch is mindless but capable of performing
  simple tasks or imitating you. The creation is the same size
  as you and occupies space just as a living creature does. You
  have a mental connection with your fetch and can give it new
  orders as an action.
  The fetch duplicates your form in every way but texture.
  You must make a Charisma (Deception) check when you cast
  the spell to determine how good the likeness is; this result is
  opposed by observers’ Perception checks. Anyone touching
  the fetch finds it rubbery and soft, and in so doing
  immediately realizes its magical nature. The fetch’s body
  includes useless versions of all the equipment you possess: A
  weapon wielded by the fetch is too flimsy to deal damage, and
  tools it carries are fragile and imprecise. Items created with a
  fetch are part of its form and dissipate if separated from it.
  At your order, the fetch can retrieve things for you, open
  unstuck doors, hold chairs, and the like, as well as perform
  menial tasks such as cleaning and mending. The fetch can’t
  perform any task that requires a skill check with a DC higher
  than 10. It can perform only one activity at a time, but it
  repeats the same activity tirelessly if ordered to do so as long
  as the spell lasts. You can have the fetch imitate you, such as
  by sitting at a desk and pretending to write, lying in bed and
  breathing deeply, or skulking with a weapon drawn. It can
  even imitate tasks it can’t actually perform, though it
  automatically fails any attempt at such performance—for
  instance, even though a fetch can pretend to decipher an
  ancient text, it can’t actually do it.
  The fetch weighs roughly the same as you do, so it can
  trigger any traps you would if you were to pass through the
  same space, setting off tripwires, pressure plates, some
  magical forms of detection, and similar devices. Its land
  speed is normal for a creature of your kind (for example, 30
  feet for a human or 25 feet for a halfling). Even if you
  normally have other modes of movement available (such as a
  fly or swim speed), the fetch can’t use those.
  The fetch automatically fails any saving throw required of
  it. A fetch duplicates your appearance in every way.
  The fetch has an effective Strength score of 6, so it can lift
  60 pounds or drag 300 pounds. See the statblock for a
  sample fetch. You can command it to make noise, but it can’t
  communicate in any way, nor can it understand instructions
  other than the simple orders you give it telepathically.
  The fetch cannot attack in any way; it is never allowed an
  attack roll. Even if armed, it doesn’t threaten an area around it
  and thus can’t flank an enemy, nor can it use the Help action
  to improve your attack rolls.
  Detect thoughts does not register its existence (since it is
  mindless), but detect magic reveals it as a magical effect.
  Fetch
  Fetch
  Small or medium construct, unaligned
  Armor Class
  Armor Class 10
  Hit Points
  Hit Points 10 (2d8 + 1)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  6 (-2)
  10 (+0)
  12 (+1)
  1 (-5)
  1 (-5)
  1 (-5)
  Senses
  Senses passive Perception 5
  Languages
  Languages —
  Challenge
  Challenge 0 (0 XP)
  False Appearance.
  False Appearance. The fetch appears identical to the
  creature who casts the spell.
  Insubstantial.
  Insubstantial. The fetch can't regain hit points or
  benefit from temporary hit points. It automatically
  fails all saving throws, and it cannot attack in any
  way. It cannot succeed on any skill check with a DC
  over 10.
  
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  Dimensional Anchor
  Dimensional Anchor
  4th-level abjuration
  (Cleric, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  A green ray springs from your outstretched hand. You must
  make a ranged spell attack to hit the target. Any creature or
  object struck by the ray is covered with a shimmering
  emerald field that completely blocks extradimensional travel.
  Forms of movement barred by a dimensional anchor include
  astral projection, blink, dimension door, etherealness, gate,
  maze, plane shift, teleport, and similar abilities. The spell also
  prevents the use of a gate or teleportation circle for the
  duration of the spell.
  A dimensional anchor does not interfere with the
  movement of creatures already in ethereal or astral form
  when the spell is cast, nor does it block extradimensional
  perception or attack forms. Also, dimensional anchor does
  not prevent summoned creatures from disappearing at the
  end of a summoning spell.
  Distraction (Screamer)
  Distraction (Screamer)
  1st-level illusion
  (Warlock)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  One creature of your choice within range must make an
  Intelligence saving throw. You create a mental image in
  someone’s mind of something the target will find The Book of
  Roguish Luck distracting—it is either annoying, alluring, or
  frightening. The target, not the caster, decides what form the
  phantasm takes. A failed save means the target takes the
  Dodge action. In its mind, it interacts with the image—
  swatting at an imaginary fly, dodging an imaginary attack,
  starting in surprise at an imaginary loved one, and so on. The
  target can repeat the saving throw at the end of each of its
  turns, ending the effect on a success.
  At Higher Levels. When cast with a spell slot of 2nd level
  or higher, you can target one additional creature for each slot
  above 1st.
  Disobedience
  Disobedience
  3rd-level abjuration
  (Bard, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a scrap of tin)
  Duration: Concentration, up to 1 hour
  A ghostly great helm that only you can see appears around
  your companion's head, warding her mind against control.
  You shield your subject against mind-controlling spells and
  abilities. Disobedience blocks any attempt to exercise mental
  control over the subject creature, including charms that grant
  ongoing control over the subject, such as dominate person or
  a vampire's dominate ability. The protection does not prevent
  such effects from targeting a subject affected by
  disobedience, but it suppresses the effect for the duration of
  this spell. If disobedience ends before the effect granting
  mental control does, the would-be controller becomes able to
  mentally command the targeted creature.
  In addition to protecting the subject, disobedience sends
  false information to the creature that is attempting to gain
  control of the subject. The would-be controller must succeed
  on a Wisdom save or believe that its spell or ability has taken
  effect and that the target is now under its control. The spell's
  subject becomes aware of commands issued by that creature
  and can choose to act however she pleases, disregarding the
  would-be controller's orders or going along with them in a
  pretense of obedience.
  Douse
  Douse
  1st-level transmutation
  (Druid, Ranger, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You douse a number of small (less than 1 cubic foot each)
  sources of natural light within range, such as candles,
  lanterns, torches, or even fluorescent crystals. You can
  extinguish multiple fires at the same time, as long as they are
  all within the spell’s area. Hearth fires, campfires, bonfires,
  and magical fires are unaffected.
  At Higher Levels. When cast as a 2nd-level or higher spell,
  the radius of this spell increases by 10 feet for each level
  above 1st. Additionally, when cast as a 5th-level or higher
  spell, you can extinguish hearth fires, campfires, bonfires, and
  indeed any fire that is less than 1000 cubic feet.
  Dust and Dirt (Not Worth Much)
  Dust and Dirt (Not Worth Much)
  1st-level illusion (ritual)
  (Bard, Wizard)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a handful of dust)
  Duration: 1 hour
  This spell makes an object you touch that fits within a
  10x10x10 foot cube appear to be worth less than its actual
  value. The target object seems filthy, dirty, cracked, bent, or
  otherwise subpar. The object’s apparent value declines by 60
  percent plus 2d4 percent. Dust and dirt dispels any spit shine
  spell cast on a target object.
  You can dismiss this spell as an action.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the value reduction increases by
  1d4 for each slot level above 1st.
  
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  Enduring Scrutiny
  Enduring Scrutiny
  3rd-level divination
  (Bard, Paladin, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 7 days
  You sense a sudden, empathic connection with the subject,
  as though you were constantly a mere step or two behind.
  You designate a particular action when casting this spell. If
  the target creature engages in or commits that particular
  action during the spell's duration, you are in stantly alerted of
  that fact, regardless of the distance between you and the
  subject (and even if the subject is on another plane). For
  instance, you could command the spell to alert you if the
  subject casts a spell or kills someone. You do not necessarily
  know the precise details of when or how the subject
  committed the designated action; you only know, instantly,
  that they did so.
  Enter Shadow
  Enter Shadow
  4th-level transmutation
  (Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: S, M (a drop of liquid shadow worth 50 gp)
  Duration: Concentration, up to 10 minutes
  A willing creature you touch enters another creature’s
  shadow and become incorporeal. By joining that creature’s
  shadow, the creature that enters its shadow becomes part of
  the host creature, lingering within its shadow.If the spell is
  cast from a hidden location, the host creature does not notice
  what has happened if the target makes a successful Dexterity
  (Stealth) check opposed by the host's passive Perception.
  The target can follow the host creature as long as the
  duration lasts and there is some darkness available.If the
  host creature ever enters an area without sufficient shadow
  (such as an open sky at noon or the area of a daylight spell),
  the spell ends immediately and the host creature’s shadow
  ejects all creatures. In this case, the ejected creature must
  make a Constitution saving throw against your own spell save
  DC or be stunned until the end of their next turns.
  If the target wishes to leave the host creature’s shadow
  before the spell’s duration expires, it can do so at will, but
  unless the target makes a successful Dexterity (Stealth)
  check (opposed by the host's passive Perception) the host
  notices the change in its shadow.
  The target can cast shadow jump from within the host
  creature, to simplify the process of leaving its shadow.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, you can target one additional
  creature for each slot level above 4th.
  Fast Escape (Quicker)
  Fast Escape (Quicker)
  Transmutation cantrip
  (Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  Your speed increases by 5 feet for the duration, and you
  have advantage on Dexterity (Acrobatics) checks made to
  escape a grapple for the duration. However, because this spell
  reduces friction on your person and clothing, while it lasts
  you also suffer disadvantage on Strength and Dexterity
  checks and saving throws against being knocked prone or
  pushed against your will.
  Your speed boost increases by 5 feet when you reach 5th
  level (10 feet), 11th level (15 feet), and 17th level (20 feet).
  Forget (Nothing to See)
  Forget (Nothing to See)
  1st-level enchantment
  (Bard, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a pendulum)
  Duration: Instantaneous
  One creature within range must make an Intelligence
  saving throw. On a failure, it loses all memory of the last
  minute. It does not remember what it has seen, heard, or
  discovered during that time. Only a wish spell can restore the
  lost memories.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, you can target one additional
  creature for each slot level above 1st.
  Friendly Fire
  Friendly Fire
  4th-level abjuration
  (Druid, Sorcerer, Wizard)
  Casting Time: 1 action or 1 reaction, which you take in
  response to a ranged attack being made against you
  Range: Self
  Components: V
  Duration: Instantaneous or concentration, up to 1 minute
  With an arcane word, you create a shimmering field of
  golden light around your body that pulses and wavers before
  vanishing.
  When cast as a reaction, you cause one ranged attack to
  miss you. You can redirect it towards another creature within
  30 feet. If the original attack would hit the new target, resolve
  damage as normal. If not, the attack misses.
  When cast as an action, the spell affects all ranged attacks
  against you for as long as it lasts.
  
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  Glimpse of Truth
  Glimpse of Truth
  3rd-level divination (ritual)
  (Wizard)
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a burnt page)
  Duration: Instantaneous
  You see through the veil of reality to pose a single question
  to nameless entities that exist beyond normal consciousness.
  When you cast this spell, make a DC 15 Intelligence saving
  throw. On a failure, you take 6d6 psychic damage and are
  insane until you finish a long rest. While insane, you can’t
  take actions, can’t understand what other creatures say, can’t
  read, and speak only in gibberish. A greater restoration spell
  cast on you ends this effect.
  The question must be posed such that the answer is a
  simple yes or no. The DM rolls 1d4. On a roll of 2-4, the
  answer is true. On a roll of 1, the answer is false. Answers the
  DM deems too obscure are never revealed. In cases where a
  one-word answer would be misleading, the DM can give a
  short phrase instead.
  Hand of the Guilty
  Hand of the Guilty
  4th-level divination
  (Wizard)
  Casting Time: 1 minute
  Range: Special
  Components: V, S, M (the item to be used as the tracking,
  which must be handled in a manner consistent to its
  construction and purpose during the spellcasting)
  Duration: Concentration, up to 8 hours
  Named for its most common use, this is a specialised form
  of locate creature that uses as its focus an object that must be
  held, brandished, carried, or such. When cast, the item
  becomes suffused with divin ation magic and acts to indicate
  the direction of the last person before the caster to touch it. It
  does this by gently ‘pulling’ in the correct direction, moving in
  much the same way as a dousing rod. Distance is no object
  but the spell will not cross dimensional boundaries. A failure
  in this regard is notable and will at least tell the casterthat
  the object of the search is alive but on another plane. If the
  target is actually dead, the spell will lead to its corpse so long
  as it is on the same plane as the spellcaster.
  Heartache
  Heartache
  1st-level enchantment
  (Cleric)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 round
  You force one creature within range to make a Wisdom
  saving throw. On a failure, it is paralyzed for the duration of
  the spell. Creatures immune to being charmed and creatures
  immune to being frightened are immune to this effect.
  Ice Web
  Ice Web
  4th-level conjuration
  (Sorcerer)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (two ounces of coldfire)
  Duration: Concentration, up to 1 hour
  You conjure a mass of strong, frigid strands of pure coldfire
  at a point of your choice within range. The webs fill a 20-foot
  cube from that point for the duration. The webs are difficult
  terrain and lightly obscure their area.
  If the webs aren’t anchored between two solid masses
  (such as walls or trees) or layered across a floor, wall, or
  ceiling, the conjured web collapses on itself, and the spell
  ends at the start of your next turn. Webs layered over a flat
  surface have a depth of 5 feet.
  Each creature that starts its turn in the webs or that enters
  them during its turn takes 2d6 frostburn damage and must
  make a Dexterity saving throw. On a failed save, the creature
  is restrained as long as it remains in the webs or until it
  breaks free.
  A creature restrained by the webs can use its action to
  make a Strength cheek against your spell save DC. If it
  succeeds, it is no longer restrained.
  For every 5 feet a creature moves through the webs, it
  takes 2d6 frostburn damage.
  Creatures immune to cold damage are immune to all
  negative effects of this spell.
  
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  Identify Transgressor
  Identify Transgressor
  4th-level divination
  (Cleric)
  Casting Time: 10 minutes
  Range: Self
  Components: V, S, M (being within a hallowed area or
  consecrated or desecrated ground)
  Duration: Instantaneous
  You are able to divine the answer to a single question, as
  long as the answer is a single person's name. Thus, the
  question must be a "who?" type question. For example, "Who
  broke into the temple last night and stole the wand of
  fireballs?" Questions that cannot be answered with a single
  name are not answered at all.
  The DM rolls a d100. On a roll of 31 or higher, the spell
  functions properly. On a roll of 30 or lower, no useful
  information is gathered. The DM makes this roll in secret.
  The DM may give the creature a bonus or penalty as
  circumstances dictate (precautions against divination spells
  have been taken, for example). You know if you didn't get a
  correct answer, unless specific magic yielding false
  information is at work.
  Multiple identify transgressor spells about the same
  question by the same caster use the same die roll result as
  the first spell and yield the same answer each time.
  This spell cannot be cast outside of an area that is either
  hallowed or consecrated or desecrated ground.
  Invoke Magic
  Invoke Magic
  9th-level evocation
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a diamond worth at least 1,000 gp,
  which the spell consumes)
  Duration: Instantaneous
  You cause a flicker of magic to momentarily exist in a place
  where magic cannot normally function, such as within the
  area of an antimagic field, a dead magic area, or a null-magic
  plane. You duplicate any other spell of 4th level or lower. You
  don’t need to meet any requirements in that spell, including
  costly components. The spell simply takes effect.
  Joyous Voice of Hlal
  Joyous Voice of Hlal
  7th-level enchantment
  (Bard, Cleric, Sorcerer)
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a book of fairytales or an epic poem)
  Duration: Concentration, up to 1 hour
  Your voice becomes cheerful, kind, and light. You gain a +10
  bonus to Performance checks and Persuasion checks for as
  long as this spell lasts. Additionally, any creature that meets
  you for the first time must make a Wisdom saving throw or
  gain a better opinion of you for all your virtues, and start at
  one increment better (unfriendly becomes indifferent, for
  example).
  You can inspire a creature within 30 feet as an action. If
  you have the Bardic Inspiration feature, they gain a Bardic
  Inspiration die of normal size for you, but you don't have to
  expend a usage. If you don't, your die for the purpose of this
  spell is a d6.
  You can also charm a creature within 30 feet as an action.
  It makes a Wisdom save against your spell save DC. On a
  failure, it's charmed until the spell ends. On a success, you
  can't use this feature against it during this casting of the spell.
  If you are telling a story or orating an epic poem, illusory
  figures appear as they would in the story and act out the
  characters' actions. For example, if you are telling the story of
  Aesthyrondalaurai the Cold's battle against the dreaded
  necromancer Vrakmul, a silvery dragon of smoke may assault
  a tower surrounded by a horde of skeletons.
  These illusions work as major image, but they move with
  you, and you must be telling a story for them to appear.
  Lendys's Fair Exchange
  Lendys's Fair Exchange
  4th-level abjuration
  (Cleric, Paladin, Warlock, Wizard)
  Casting Time: 1 action
  Range: Sight
  Components: V, S, M (a gavel)
  Duration: Concentration, up to 1 minute
  You force a creature within range to make a Constitution
  saving throw. On a failure, any damage it does to you while
  this spell is in effect is reflected back at it as the same type.
  At Higher Levels. For each level above 4th, you can select
  one additional target in range. Each target's damage on you is
  reflected back only to that target.
  Lengthen Shadows
  Lengthen Shadows
  Evocation cantrip
  (Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You channel darkness and shadows into your
  surroundings. A 40-foot-radius sphere within range affected
  becomes gloomier, murkier, and more difficult to see in
  without actually becoming too dark to impede movement or
  combat. All Perception checks that rely on sight to perceive
  something within the area are at disadvantage.
  
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  Mage Burr
  Mage Burr
  1st-level transmutation
  (Bard, Druid, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  One creature within range must make a Constitution
  saving throw. On a failure, sharp ridges, split leather, and
  cracking patches of rust spread over your enemy's armor like
  an angry, irritating disease. Jagged edges and rough surfaces
  break forth all over the target creature's armor and shield.
  These protrusions deal no damage and are little more than
  an uncomfortable annoyance.
  Spellcasters, however, find the effect most distracting,
  suffering disadvantage on Concentration saves.
  This spell has no effect on unarmored opponents or those
  wearing only natural armor.
  Master of the Game
  Master of the Game
  5th-level divination
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  A useful spell that allows you to foresee the future
  possibilities of a simple action involving a limited number of
  choices, master of the game derives its name from the activity
  is usually put to; this spell allows the caster to become an
  expert cheat at gambling. Often prepared or cast through the
  use of the Silent Spell metamagic option so as not to rouse
  suspicions at the card table, master of the game provides a
  flawless glimpse into the next round (six seconds of elapsed
  time, if not in combat) depending on the next action you takes
  Although the duration of the spell is listed as 1 minute, it
  technically does not take place until your next round, when it
  provides information about the ramifications of the action
  you are about to take. Three actions can be considered per
  turn. For example, if a rogue has master of the game cast on
  her, she can consider what'll happen if she reactivates the
  scythe trap in the corner, snipes the bard in the back lines, or
  opens her eversmoking bottle. She would then be likely to opt
  for whichever choice had the most desirable outcome.
  This spell is almost always entirely accurate but the actions
  of others can also disrupt the flow of time. As such, the most
  likely outcomes are foreseen and what is revealed usually
  comes to pass but there is always the possibility of events
  unfolding in a different way if others involved in the situation
  react unpredictably. The DM is encouraged to keep this spell
  as accurate as possible without making what its revelations
  absolute.
  At Higher Levels. The number of actions considered
  increases by 1 for every level above 5th the spell is cast at.
  Maw of Chaos
  Maw of Chaos
  9th-level evocation
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a jawbone with teeth)
  Duration: Concentration, up to 1 minute
  At the culmination of casting the spell you open your
  mouth wide as if to yawn. You crack open the dimensional
  boundries themselves, creating a 20-foot-radius area of
  roiling blue-green energy resembling a great mouth.
  When a creature enters the spell’s area for the first time on
  a turn or starts its turn there, that creature takes 10d8 force
  damage and must make a Wisdom saving throw. On a failure,
  it is incapacitated until the start of its next turn, and its speed
  is 0 while incapacitated in this way.
  All creatures from chaos-aligned outer planes (such as
  demons, slaadi, and lillends) are immune to this spell.
  Memory Lapse (What Was I Thinking Of?)
  Memory Lapse (What Was I Thinking Of?)
  Enchantment cantrip
  (Bard, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a pendulum)
  Duration: Instantaneous
  One creature within range must make an Intelligence
  saving throw. On a failure, it loses its current train of thought
  and forgets what it has seen, heard, or discovered in the past
  six seconds. If it fails the first save and is concentrating on a
  spell, it must immediately make another Intelligence saving
  throw or stop concentrating.
  Mercantile Gaze of Astilabor
  Mercantile Gaze of Astilabor
  5th-level divination
  (Cleric, Wizard)
  Casting Time: 1 minute
  Range: Self (60-foot cone)
  Components: V, S, M (a coin and a pair of scales, either
  weighing or from a dragon)
  Duration: Concentration, up to 10 minutes
  Your eyes instantly pick out the value of all you see. With
  merely a glance, you can determine the mainstream market
  price of any item you see. By spending your action focusing
  on one, you can also tell what price it'd fetch in a niche
  market (what an art collector might be willing to pay for a
  painting, for example).
  At Higher Levels. At 7th level at higher, you can also tell
  the abilities of a magic item by spending an action focusing
  on it.
  
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  Mindshriek
  Mindshriek
  7th-level divination
  (Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a clay tablet engraved with the caster’s
  personal mark and a single drop of the caster’s blood.)
  Duration: 24 hours
  Possibly the closest thing the divination school has to a
  defensive spell, mindshriek guards your mind by setting up a
  psychic trap that affects anyone who tries to force contact
  with, or control, your mind. This ‘trap’ lingers in your mind for
  up to 24 hours, disappearing after that time if it has not been
  triggered. If you are the target of any unwanted or unknown
  telepathic contact, mind-affecting spell or mental attack, the
  mindshriek occurs automatically.
  Mindshriek floods your mind with divinations about
  thousands of random topics, all within a single moment,
  while shielding you from seeing any of them. The source of
  the mental contact is assaulted by the entire divination,
  unable to evade the maddeningly intense surge of sights,
  sounds and thoughts. This deals 7d8 + 30 points of psychic
  damage, negates the triggering spell or effect, and stuns them
  for 1d4+1 rounds, or half as much damage and no other
  effects on a successful Wisdom save.
  Moment's Brilliance
  Moment's Brilliance
  1st-level divination
  (Wizard)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S, M (an amulet of amethyst worth at least
  100 gp)
  Duration: 1 round
  When cast, this spell enhances your Intelligence to an
  incredible degree, allowing for clear thought and truly
  inspired reasoning for a brief time. Any Intelligence-based
  skill or ability check succeeds automatically if the DC is 25 or
  less. This spell has no effect if the DC is 26 or above. In
  addition to this effect, moment’s brilliance acts as a one
  round comprehend languages spell.
  Near Horizon
  Near Horizon
  2nd-level divination
  (Ranger)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  The horizon seems to lurch nearer to you as your eyes
  attain superhuman acuity.
  For the duration of the spell, you do not suffer disadvantage
  for attacking past normal range with your ranged attacks. You
  cannot attack past maximum range.
  Nerveskitter
  Nerveskitter
  1st-level transmutation
  (Sorcerer, Wizard)
  Casting Time: 1 reaction, which you take when a creature
  within range makes an Initiative check
  Range: 30 feet
  Components: V, S, M (a spider's leg)
  Duration: 1 round
  You suffuse your ally with a brief, blue glow. It jerks away
  from you, as if it can anticipate your next action.
  You cast this spell when you and your party roll for
  initiative. Unlike other reactions, you can cast this spell while
  surprised. You enhance the subject's reactions in combat,
  granting it a +5 bonus on its initiative check for the current
  encounter. If the subject does not make an initiative check
  within 1 round, this spell has no effect.
  Nondescript
  Nondescript
  4th-level illusion
  (Bard, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  This spell makes one willing creature you touch seem
  ordinary and nondescript to others. If asked if they had seen
  the subject or someone matching its description, creatures
  who saw it would be unable to recall it. Creatures who
  directly interact with the subject (having a conversation,
  getting in a fight, etc.) are allowed a Wisdom save to
  remember the subject correctly.
  This spell does not make the subject invisible, and a guard
  protecting a restricted area would not let it pass by.
  You can end this spell as an action.
  
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  Part Crowd (Step Aside)
  Part Crowd (Step Aside)
  2nd-level enchantment
  (Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 1 minute
  A crowd of creatures parts to make way for your passage,
  immediately closing ranks again after you pass. You can take
  up to one creature with you. The crowd parts with uncanny
  speed, allowing you to move at a full run through it with no
  penalty. The people also fall back into place rapidly, so the
  crowd counts as difficult terrain for any pursuers.
  This spell only works on creatures in a crowd that are able
  to move and are more or less unaware of or indifferent to
  your presence. Guards and other creatures actively
  attempting to block you or prevent your movement go
  unaffected.
  Private Conversation (Just Between Us)
  Private Conversation (Just Between Us)
  2nd-level transmutation (ritual)
  (Bard, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  Choose any number of willing creatures within range. The
  targets of this spell can converse without anyone overhearing
  what they are saying.Characters who can read lips might still
  be able to determine what is said, but no amount of listening
  allows one to overhear the conversation.
  While under the effect of this spell, a character can speak
  to someone not affected by the spell, but all can hear that
  conversation normally. Only when an affected character
  speaks to another affected character does the conversation
  remain private.
  Probe Thoughts
  Probe Thoughts
  6th-level divination
  (Wizard)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Reaching out with your thoughts, you break through your
  target's mental defenses and reap answers to your desires.
  One creature within range must succeed on a Wisdom
  saving throw. On a failure, all of the subject's memories and
  knowledge are accessible to you, ranging from memories
  deep below the surface to those still easily called to mind. You
  can learn the answer to one question per round, to the best of
  the subject's knowledge. You pose the questions
  telepathically, and the answers to those questions are
  imparted directly to your mind. You and the subject do not
  need to speak the same language, though less intelligent
  creatures might yield up only appropriate visual images in
  answer to your questions. The subject is not aware that its
  mind is being probed, unless you wish to make it aware.
  If the subject moves beyond the range of the spell, the
  effect ends.
  
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  Prying Eyes
  Prying Eyes
  5th-level divination
  (Warlock, Wizard)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a handful of crystal marbles)
  Duration: Concentration, up to 1 hour
  You create 8 + 1d4 semitangible, visible magical orbs
  (called "eyes"). These eyes move out, scout around, and return
  as you direct them when casting the spell. Each eye can see
  120 feet (normal vision only) in all directions.
  While the individual eyes are quite fragile, they're small
  and difficult to spot. Each eye is about the size of a small
  apple, has 1 hit point, AC 15 and immunity to poison and
  psychic damage, flies at a speed of 30 feet and can hover, and
  has a +10 Stealth modifier. It has a Perception bonus equal
  to half your level and is subject to illusions, darkness, fog, and
  any other factors that would affect your ability to receive
  visual information about your surroundings. An eye traveling
  through darkness must find its way by touch.
  When you create the eyes, you specify instructions you
  want them to follow in a command of no more than twenty-
  five words. Any knowledge you possess is known by the eyes
  as well, so if you know, for example, what a typical merchant
  looks like, the eyes do as well.
  A sample command: "Surround me at a range of four
  hundred feet and return if you spot any dangerous creatures".
  The phrase "Surround me" directs the eyes to form an
  equally spaced, horizontal ring at whatever range you
  indicate, and then move with you. As eyes return or are
  destroyed, the rest automatically space themselves to
  compensate. In the case of this sample command, an eye
  returns only if it spots a creature you would regard as
  dangerous. A "peasant" that is actually a shapechanged
  dragon wouldn't trigger an eye's return. Ten eyes can form a
  ring with a radius of 400 feet and between themselves see
  everything that crosses the ring.
  Another sample command: "Spread out and search the
  town for Arweth. Follow him for three minutes, staying out of
  sight, and then return". The phrase "Spread out" directs the
  eyes to move away from you in all directions. In this case,
  each eye would separately follow Arweth for three minutes
  once it spots him.
  Other commands that might be useful include having eyes
  form a line in a certain manner, making them move at
  random within a certain range, or having them follow a
  certain type of creature. The DM is the final judge of the
  suitability of your directions.
  In order to report their findings, the eyes must return to
  your hand. Each replays in your mind all it has seen during its
  existence. It takes an eye 1 round to replay 1 hour of
  recorded images. After relaying its findings, an eye
  disappears.
  If an eye ever gets more than 1 mile away from you, it
  instantly ceases to exist. However, your link with the eye is
  such that you won't know if the eye was destroyed because it
  wandered out of range or because of some other event.
  Dispel magic can destroy eyes. Of course, if an eye is sent
  into darkness, it could hit a wall or similar obstacle and
  destroy itself.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, the number of eyes increases by
  1d4 for each slot level above 5rd. If you use a spell slot of 7th
  level or higher, the duration is concentration, up to 8 hours. If
  you use a spell slot of 8th level, the eyes also gain truesight. If
  you use a spell slot of 9th level or higher, the duration is 24
  hours, and the spell no longer requires concentration.
  Pure Sight
  Pure Sight
  8th-level divination
  (Bard, Cleric, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 8 hours
  Pure sight duplicates the effects of several lesser
  divinations, allowing the target a great chance of detecting
  anything that is amiss in the area. While pure sight lasts, the
  target can change its effect as a bonus action, choosing from
  the following effects: arcane eye, prying eyes,
  clairvoyance/clairaudiance, detect evil and good, detect
  magic, detect poison and disease,, or see invisibility. While
  this spell is in effect, a pale, magical light surrounds the
  caster’s eyes, conferring the constant effects of a darkvision
  spell.
  In addition, once during the spell's duration, the target can
  gain the effects of a true seeing spell for one hour.
  Quick Escape (Out the Back Way)
  Quick Escape (Out the Back Way)
  3rd-level transmutation
  (Bard, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a brass knocker)
  Duration: Concentration, up to 1 minute
  You create a temporary normal door in any wall up to 10
  feet thick. The door is iron and has a lock, an arrow slit, and a
  crossbar. It measures 5 feet wide and 8 feet high.
  If the thickness of the surrounding wall exceeds 10 feet,
  then a single quick escape spell simply makes a 10-foot-deep
  niche or short tunnel sealed by a door that opens to reveal
  more of the wall. Several quick escape spells cannot be
  combined to form a continuing passage to breach very thick
  walls.
  When the spell ends, the door disappears and the wall
  comes back into being. Creatures located in the space
  occupied by the wall are ejected harmlessly toward the
  nearest exit.
  
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  Rary's Arcane Conversion
  Rary's Arcane Conversion
  6th-level transmutation
  (Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You feel slightly dizzy as the power of your spell rewrites
  the knowledge within your mind.
  You replace one prepared spell with another spell in your
  spellbook.
  Scholar's Touch
  Scholar's Touch
  1st-level divination (ritual)
  (Cleric, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a scrap of parchment, a pinch of
  tinder, and a thin crystal disc.)
  Duration: Instantaneous
  With this spell you can touch a book or scroll and absorb
  the knowledge contained within as if you had just read it.
  This is equivalent to a solid reading but not deep study—you
  do not gain perfect recall of the information, just whatever
  you would have gotten from reading it completely once. If you
  can’t read the language of the source, the spell has no effect.
  This spell cannot be used to prepare spells or to cast magical
  scrolls, nor does it have any effect when reading a magical
  book (such as a tome of understanding).
  Seething Eyebane
  Seething Eyebane
  4th-level transmutation
  (Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a drop of aqua regia)
  Duration: Instantaneous
  You attempt to transmute the water in one creature's eyes
  within range into high-pressure acid. It must make a
  Constitution saving throw. On a failure, its eyes explode,
  rendering it permanently blinded, and it takes 4d10 acid
  damage. On a success, it suffers no ill effects.
  If the creature fails its saving throw, each creature within
  10 feet of it must succeed on a Dexterity saving throw. On a
  failure, it takes 2d10 acid damage, or half on a success.
  The blindness from this spell can be cured with heal or
  regenerate, but lesser restoration has no effect (because the
  creature's eyes are gone). Creatures without eyes are immune
  to this spell.
  Serene Gaze of Io
  Serene Gaze of Io
  5th-level enchantment
  (Bard, Cleric, Druid, Wizard)
  Casting Time: 1 action
  Range: Self (60-foot cone)
  Components: V, S, M (a prism)
  Duration: Concentration, up to 10 minutes
  Your eyes glow with the united, harmonic power of the
  Ninefold Dragon, stilling blades and calming passions. Any
  creature that can see your eyes must make a Wisdom saving
  throw. Dragons make this save with disadvantage. If you have
  harmed to a creature in the cone in the past 24 hours, it
  automatically succeeds at this save. Creatures that are
  immune to the charmed condition are immune to this effect.
  Creatures that fail cannot do harm to another creature
  until that creature harms them first, or until this spell ends. If
  a creature leaves the cone, the effect persists for one minute
  or until attacked. They can continue to use any non-directly-
  harmful but unpleasant abilities on each other (charms,
  illusions, etc.).
  Simbul's Spell Swap
  Simbul's Spell Swap
  8th-level transmutation
  (Wizard)
  Casting Time: 10 minutes
  Range: 10 feet
  Components: V, S, M (a disk of polished bone, one of your
  tears, and a silver wheel worth 500 gp, consumed)
  Duration: 1 hour
  You speak a word of power and thrust aloft the bone disk
  and silver wheel, held together by a single tear. The disk and
  wheel begin to spin, and you feel the power of the mystic disk
  created nearby.
  This spell creates a disk that shines light as a torch. Upon
  casting this spell, you can swap out any or all of your
  prepared spells for other spells from your spellbook.
  Expended spell slots from a spell cast earlier in the day
  (including the casting of this spell) cannot be refreshed.
  Preparing spells within the light provided by a Simbul's
  spell swap takes only half as long as normal.
  
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  Spell Engine
  Spell Engine
  8th-level abjuration
  (Sorcerer, Wizard)
  Casting Time: 10 minutes
  Range: 30 feet
  Components: V, S, M (a disk of polished bone, one of your
  tears, and a silver wheel worth 1000 gp, consumed)
  Duration: Permanent
  You create a disk of magical energy 10 feet in diameter and
  2 feet thick. The disk is incorporeal and invisible when first
  created. Whenever a spell is cast within the 10-foot diameter
  of the spell engine, it activates, absorbs the magical energy,
  and begins to glow and spin, providing light as a torch. The
  spell engine similarly absorbs most spell effects targeted at it.
  It absorbs all these effects as if it were a rod of absorption
  with an unlimited capacity. Over time (1 hour per spell level
  absorbed) the engine slows to a stop and becomes dim and
  translucent, but it remains capable of absorbing magical
  energy indefinitely.
  If an activated spell engine comes in contact with any
  permanent (noncharged or single-use) magic item, it destroys
  the item and explodes for 20d6 points of force damage per
  caster level (maximum 20d6) to all creatures within 30 feet,
  destroying itself in the process.
  Magic already in place when the spell engine is created
  (such as a glyph of warding) or carried into its area (such as
  an invisibility spell on a creature) are not absorbed unless
  they are somehow directed against the spell engine (such as
  an antimagic field pressed against it). A spell engine absorbs
  any dispel magic spell directed at it. A detect magic spell cast
  outside the spell engine’s range detects it normally. A
  disintegrate spell causes the spell engine to explode as if it
  had contacted a magic item.
  
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  Tamara's Aura of Safety
  Tamara's Aura of Safety
  4th-level abjuration
  (Paladin)
  Casting Time: 1 action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  Life-preserving energy radiates from you in an aura with a
  30-foot radius. Until the spell ends, the aura moves with you,
  centered on you. All allies gain the benefit of a sanctuary
  spell, and regenerate 1d4 hit points at the start of each of
  their turns. Additionally, all creatures within range are
  automatically stabilized at the start of each of your turns.
  Wand Modulation
  Wand Modulation
  3rd-level transmutation
  (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a wand you touch)
  Duration: 10 minutes
  Manipulating the very magic that infuses your wand, you
  alter that energy, opening the magic item to a new power of
  your choosing.
  You cast this spell upon a wand you hold. You can modulate
  it to cast a different spell. As part of this spell, choose a spell
  you know or have prepared that is lower-level than the spell
  in the wand (for example, if you have invisibility prepared and
  are holding a wand of fireballs, you can expend a 2nd or level
  slot and temporarily turn it into a wand of invisbility). For the
  next 10 minutes, the wand casts this spell instead of the one
  it normally does. Each casting uses up twice the charges a
  normal casting would.
  Once the spell ends, the wand returns to its normal spell.
  Wings of Aasterinian
  Wings of Aasterinian
  5th-level transmutation
  (Cleric, Druid, Sorcerer, Wizard)
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (a shoe worn by someone else, an
  atlas, or a compass)
  Duration: Concentration, up to 1 hour
  A pair of large draconic wings sprout from your back,
  unless you already have wings, in which case they glow with
  brass light. You gain a fly speed equal to triple your land
  speed but cannot hover (if you are knocked prone, you fall),
  and can take the Dash action as a bonus action.
  You can also navigate flawlessly, and can only get lost by
  magical means.
  Special. Sorcerers can spend 2 sorcery points to cast this
  as an action.
  At Higher Levels. At 6th level, this spell lasts 8 hours. At
  7th level, 24 hours. At 8th level, it no longer requires
  concentration. At 9th level, your fly speed is 5 times your land
  speed.
  Woodwisp Arrow
  Woodwisp Arrow
  1st-level transmutation
  (Ranger)
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S, M (a small piece of bark)
  Duration: Concentration, up to 1 minute
  You touch an arrow or bolt, enabling the missile to pass
  through wood as though it was air, negating any cover benefit
  the target might enjoy because of wooden doors, tables, or
  stockade walls, or negating the AC modifier of a wooden
  shield. The spell doesn’t grant the spellcaster the ability to see
  through wooden obstructions, so unless a clairvoyance spell
  or similar magic is already in effect, the target is treated as
  being obscured instead of having cover. The projectile is
  destroyed even if it misses its target.
  
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  The following spells all have strange requirements. Many of
  them temporarily or permanently reduce one or more ability
  scores. They can be cast by any class by a caster who
  prepares them. A character who does not normally prepare
  spells (such as a bard, sorcerer, or warlock) can prepare one
  of them by unpreparing one other spell they know for the day.
  All of these spells are available to casters of all alignments.
  Both good and evil have an interest in converting the other to
  their side, and the alien things older than the stars care no
  more for how mortals use their magic than a human cares
  about the daily lives of his or her finger bacteria.
  However, even learning about them can be difficult, and the
  DM should feel free to impose whatever quests he or she
  desires for a character to gain access to these. A spell like
  apocalypse from the sky is a plot point, not a day-to-day spell.
  Even if your DM has approved this .pdf, please double-check
  with him or her before taking one of the spells in this section.
  Sanctified Spells
  Sanctified Spells
  A few spells were created to do good in the world, bringing
  peace and mercy to the good folk of the world. Many of these
  spells require you to abstain from something prior to casting
  them.
  Feeding the Multitude
  Feeding the Multitude
  6-level conjuration
  Casting Time: 1 minute
  Range: Self (600-foot radius)
  Components: V, S, M (a plate of the food you will create
  worth at least 5gp)
  Duration: Instantaneous
  With this spell, you create enough food for a full meal for
  every creature within range. After eating this meal, an
  affected creature gains the benefit of a full day's nutrition.
  Sacrifice cost: You immediately gain 1d4 + 1 levels of
  exhaustion.
  Peaceful Dialogue
  Peaceful Dialogue
  5th-level enchantment
  Casting Time: 1 action
  Range: Self (60-foot radius)
  Components: V, S, M (a sword, which you sheath)
  Duration: Concentration, up to 1 hour
  Sheathing the sword in your hand, you create a powerful
  magical compulsion to cease fighting.
  The force of your spell quells violence and promotes
  honest discussion. All creatures within range must make a
  Wisdom saving throw. On a failure, they cannot willingly
  harm another creature for the duration of the spell.
  Any creatures within the aura that harm another creature
  anywhere immediately take radiant damage equal to the
  damage they do. Similarly, any creature outside the aura that
  harms a creature within the aura takes radiant damage equal
  to the damage they do. In either case, the radiant damage is
  is nonlethal.
  You gain advantage on Charisma (Persuasion) checks, and
  all creatures within range suffer disadvantage on Charisma
  (Deception) checks.
  If a creature leaves the radius, this spell continues affecting
  it.
  If you damage any creature during the duration (except
  through the retributive radiant damage described above), you
  immediately take 20d10 radiant damage and the spell ends.
  If an ally of yours damages a creature during the duration,
  that ally takes retributive radiant damage and the spell ends.
  Abstinence: You cannot have dealt damage to a creature in
  the last 24 hours.
  Share Understanding
  Share Understanding
  3rd-level divination
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  With these simple but powerful words, you cause a
  creature within range to grasp the pain and suffering it has
  caused.
  You cast a divination spell on behalf of your target,
  revealing the cruelties it has caused directly to it. The
  creature must make a Wisdom save. It has disadvantage on
  this save if it is evil-aligned, and is immune to the spell if it is
  unaligned or has an Intelligence of 3 or lower.
  On a failure, the creature is overwhelmed by the torrent of
  suffering. At the start of each of its turns, it takes no actions
  and does not move, instead spending its turn standing still in
  shocked grief and horror.
  On a success, the creature is still shocked, and is affected
  as if it had failed a save against a slow spell until the end of
  its next turn.
  You gain advantage on Charisma (Intimidation) and
  Charisma (Persuasion) checks against the creature for the
  duration of this spell.
  This spell can be a powerful motivator for a creature to
  consider changing its ways. Many evil-aligned beings are
  ignorant, perhaps willfully, of the pain their actions have
  caused. However, redemption cannot be forced, and the DM is
  the final arbiter of any redemption attempts.
  Fiends suffer no ill effects from this spell. In fact, they may
  find learning of the suffering they have caused very amusing
  and enjoyable.
  Taking damage immediately breaks a creature out of its
  trance.
  Abstinence: You cannot have committed an evil act in the
  last 24 hours.
  
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  Antediluvian Spells
  Antediluvian Spells
  Some spells tap into the powers of the most ancient and alien
  beings in the cosmos. These spells are immensely chaotic
  and unpredictable. After casting one, roll immediately on the
  Net Libram of Random Magical Effects to see what random
  effects are added to the casting.
  Aura of Ghaunadaur
  Aura of Ghaunadaur
  2nd-level transmutation
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Components: V, S, M (a bit of goop)
  Duration: Concentration, up to 1 minute
  For the duration, you are surrounded by an aura of viscous
  goo. The spell area is difficult terrain, and any creature that
  ends its turn there takes 1d12 acid damage. When a creature
  enters the area, it must make a Dexterity saving throw or
  have its speed reduced to 0 until the start of its next turn.
  You are immune to the effects of your own Aura of
  Ghaunadaur.
  Madness Cost: You lose 1d6 points of Charisma, which
  lasts until your next long rest. For the next 24 hours, you are
  automatically charmed by all oozes you see.
  Cognition of the Patient One
  Cognition of the Patient One
  8th-level divination
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a crumb of bread, and a holy symbol
  with a ring of holes drilled into it. The crumb is consumed)
  Duration: 1 hour
  Your mind expands to include a tiny bit of the vastness of
  the Patient One's intellect. If you roll below a 15 on an
  Intelligence check, you can replace the number you rolled
  with 15. You also gain expertise in all Intelligence skills. You
  benefit from a constant detect thoughts effect, and can see
  invisible creatures within 60 feet. You also gain the psionic
  talent mind thrust.
  As an action, you can probe even deeper into the Patient
  One's mind. Until the end of your next turn, your Intelligence
  stat is 30 and you have truesight out to a distance of 120 feet.
  After that, however, you must make a DC 20 Intelligence save
  (with your normal value). On a failure you immediately drop
  to 0 hit points as your brain simply fails. On a success, you
  take 6d12 psychic damage. Either way, you are insane until
  you finish a long rest, and the spell ends. While insane, you
  can’t take actions, can’t understand what other creatures say,
  can’t read, and speak only in gibberish. A greater restoration
  spell cast on you ends this effect.
  Casting this spell has its risks. While under its effects, you
  have disadvantage on all Wisdom saves, vulnerability to
  psychic damage, and any effect that would normally frighten
  you instead charms you.
  Madness Cost: You lose 2d6 points of Wisdom when the
  spell ends. They remain lost until restored with greater
  restoration or similar magic. If you drop to 0 Wisdom points,
  you are stunned until you regain at least 1 Wisdom point.
  Hunger of the Patient One
  Hunger of the Patient One
  6th-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: V, M (a sentient creature's blood, dabbed into a
  ring of "eyes" around your mouth, and a pickled octopus
  tentacle)
  Duration: Concentration, up to 1 minute
  This spell functions as hunger of hadar, but also summons
  an aberration of CR 6 or lower at the center of the sphere of
  blackness. The aberration is hungry, acts as it pleases, and
  ignores the other effects of the spell. If your concentration is
  broken, the aberration does not vanish until 1 minute after
  you cast the spell.
  At Higher Levels. For each level of the slot used above
  6th, the maximum CR of the aberration increases by 2.
  Madness Cost: For the next 24 hours, you are
  automatically charmed by all aberrations you see.
  Mak Thuum Ngatha's Nine Tongues
  Mak Thuum Ngatha's Nine Tongues
  7th-level conjuration
  Casting Time: 1 action
  Range: 150 feet
  Components: a tentacle from a psurlon, tsochar, or nilshai
  Duration: Concentration, up to 1 minute
  9 Huge tentacles burst forth from gashes in space within
  range. The tentacles have a reach of 20 feet and an attack
  bonus equal to your spell attack bonus. When you cast this
  spell and as an action on each subsequent turn, you can
  command each of the tentacles to attack one creature of your
  choice (multiple tentacles can attack the same target). On a
  hit, a tentacle does 3d6 bludgeoning damage and the target
  creature is grappled (escape DC of your spell save DC).
  Madness Cost: You lose 3d6 points of Wisdom when the
  spell ends. They remain lost until restored with greater
  restoration or similar magic. If you drop to 0 Wisdom points,
  you are stunned until you regain at least 1 Wisdom point.
  
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  Yog-Sothoth's Key
  Yog-Sothoth's Key
  8th-level conjuration
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a dot, a thin rod, a square, and a cube,
  all made of meteoric iron and together worth at least 620
  gold pieces)
  Duration: Instantaneous
  Completing the magical chant, you and your companions
  vanish, reappearing in a strange world orbiting a distant star.
  With this spell, you tear open a gate between the stars. You
  and up to eight willing creatures who link hands in a circle
  are transported to anywhere on the plane you currently
  occupy. The teleportation is flawless in terms of location.
  Alternatively, you and your companions go to the Far
  Realm, or return from there to the Material.
  Unlike traditional teleportation magic, which uses the
  Astral Plane as a conduit, Yog-Sothoth's Key bends spacetime
  itself. This enables it to teleport people into and out of
  regions normally warded against teleportation (like
  Mordenkainen's private sanctum or hallow).
  Although the teleportation itself is perfectly safe, the
  experience of being lifted through higher dimensions is not.
  You and your companions must all make DC 15 Wisdom
  saves or go insane until you finish a long rest. While insane,
  you can’t take actions, can’t understand what other creatures
  say, can’t read, and speak only in gibberish. A greater
  restoration spell cast on you ends this effect. Aberrations
  make this save with advantage.
  This spell's first function cannot be used on an Outer
  Plane, as those realms are not composed of spacetime, but
  ideas. Visiting the Far Realm is doable from anywhere.
  Madness Cost: The save you make after teleporting is the
  madness cost for this spell.
  At Higher Levels. When cast with a 9th-level slot, the
  spell's duration changes to concentration, up to 1 minute, and
  the spell creates a two-way portal that any creatures can
  move through.
  
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  DM Options
  DM Options
  Magic Items
  Magic Items
  Amulet of Spell Conversion
  Amulet of Spell Conversion
  Wondrous item, very rare (requires attunement by a caster
  who prepares spells)
  As an action, you un-prepare one of your prepared spells
  for the day, and prepare one spell from your spellbook (if you
  are a wizard or other preparing spellcaster with a spellbook)
  or your class list (if you are a cleric, dread necromancer,
  druid, paladin, or other preparing spellcaster without a
  spellbook). This power cannot be used again until the next
  dawn.
  Blindfold of True Darkness
  Blindfold of True Darkness
  Wondrous item, rare (requires attunement)
  This black, silky blindfold renders you blinded while you
  wear it, but grants you the blindsight ability with a range of
  60 feet (see the Monster Manual). Because your eyes are
  protected, you are also immune to gaze attacks, spells, or
  effects that rely on sight. Wearing the blindfold takes up the
  same space as goggles. You cannot use vision in any way
  while wearing the blindfold.
  Bow of Useful Tricks
  Bow of Useful Tricks
  Weapon (shortbow or longbow), uncommon (requires
  attunement)
  A bow of useful tricks provides an array of minor benefits.
  As a magic weapon, it bypasses resistance and immunity
  to nonmagical weapons.
  Its user gains resistance to force damage.
  Its user suffers no adverse effects in temperatures as high
  as 120 F or as low as -20 F
  Brainmate
  Brainmate
  Wondrous item, rare (requires attunement)
  This small snowglobe has a tiny shard of an elder brain
  inside. You can converse with the brainmate, or record
  memories into it to view them later. You also gain proficiency
  in two Intelligence skills chosen by the DM. You add twice
  your proficiency bonus when making checks with these skills.
  Dampsuit
  Dampsuit
  Armor (leather), rare
  This suit functions as +1 leather armor and allows its
  wearer to survive from -50 to 140 degrees Fahrenheit without
  ill effects. It also grants advantage on checks or saves to
  escape grapples and to resist mundane or magical
  dehydration.
  Loresecret Tablet
  Loresecret Tablet
  Wondrous item, rare (requires attunement)
  This strange and magical object is useful for merchants,
  explorers, and archaeologists everywhere. It grants you
  advantage on Intelligence (Investigation) checks while you
  are holding it. As an action while holding it, you can touch an
  object to instantly learn its market value.
  The tablet has 10 charges. While holding it, you can use an
  action to expend some of its charges to cast one of the
  following spells from it:
  speak with dead (4 charges)
  identify transgressor (6 charges)
  contact other plane (9 charges)
  identify (1 charge)
  When you cast a divination spell, you can use the tablet in
  place of one material component that would normally be
  consumed by the spell, at a cost of 1 charge per level of the
  spell. The tablet is not consumed when used in this way.
  The tablet regains 1d6 + 4 expended charges daily at
  midnight. If you expend the tablet's last charge, roll a d20. On
  a 1, the tablet crumbles to dust and is forever destroyed.
  Mindvault
  Mindvault
  Wondrous item, rare (requires attunement)
  This circlet bears a tiny gem, which appears to have a
  hollow cage deep within its facets. A mindvault offers you
  temporary shelter from effects that would influence your
  mind. When you activate a mindvault, your consciousness is
  transferred into the gem held in the circlet until the end of
  your next turn. While this effect lasts, you are immune to
  being charmed, frightened, or otherwise mentally affected.
  However, you are incapacitated for that duration as well, and
  your speed is 0 for that duration.
  You active a mindvault as a reaction when your ind would
  be affected. You can activate a mindvault after you learn the
  result of an incoming mind-affecting effect or ability, but
  before the effect is applied. For example, after failing your
  Wisdom save and learning that an enemy wizard has affected
  you with dominate person, you could activate your mindvault
  before the domination takes effect (thus negating it entirely).
  After being used in this way, the mindvault cannot be used
  against until the next dawn.
  You must wear a mindvault for 24 hours before you can
  access its abilities. If it is taken off, it becomes inactive until
  worn for an additional 24 hours.
  
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  Rod of Cancellation
  Rod of Cancellation
  Rod, very rare
  While holding this rod, you can touch it to a magic item to
  drain the item of its magical properties. If the object is being
  worn or carried by a creature that is not incapacitated, that
  creature can make a DC 17 Dexterity saving throw. On a
  failed save, the item is touched by the rod. An unattended
  item is touched automatically. Alternatively, you can touch a
  rod of cancellation to a prismatic wall, immediately
  destroying it.
  A touched item must succeed on a DC 17 Wisdom saving
  throw or become permanently nonmagical. The item gains a
  bonus on this saving throw depending on its rarity (Common,
  +1; Uncommon, +3; Rare, +5; Very Rare, +7; Legendary, +9).
  If the item is being worn or carried by a creature, the item
  uses that creature's Wisdom saving throw modifier if it is
  higher.
  After the rod is used once, it becomes nonmagical and
  cannot be used again.
  Wand of Anyspell
  Wand of Anyspell
  Wand, rare (requires attunement)
  This wand has 7 charges. While holding it, you can expend
  1 of its charges to cast any 1st-level spell from it at the normal
  casting time (so identify takes a minute to cast, while shield
  takes a reaction and thunderwave takes an action.) You do
  not need any components to cast these spells.
  The wand regains 1d6 + 1 expended charges daily at dawn.
  If you expend the wand's last charge, roll a d20. On a 1, the
  wand crumbles into ashes and is destroyed.
  Very rare versions of this wand exist, and they allow the
  caster to expend 1 charge to cast any 1st or 2nd level spell.
  Similarly, legendary versions exist, allowing 1st through 3rd
  Weapon of Illusion Theft
  Weapon of Illusion Theft
  Weapon, rare (requires attunement)
  Any attack with this weapon ignores any chance to miss
  that would be negated by true seeing (for example, mirror
  image or blur), but you still must select the right square to
  attack.
  In addition, once per day you can activate the weapon to
  destroy illusion effects. This ability can take one of two forms:
  After hitting a creature, you can target it with a variant
  form of the dispel magic spell (3rd level, + your casting mod
  for higher ones) that only affects illusions.
  Alternatively, you attempt to dispel a single illusion by
  touching it with the weapon and speaking the appropriate
  command word. . For example, touching a silent image spell
  with the weapon dispells it immediately, while touching a
  programmed illusion spell would require a check.
  In either case, after dispelling an illusion, you can choose
  to store it in the sword. As soon as the spell is stored, you
  immediately become aware of its effect and its remaining
  duration (which is paused until you release it), and you can
  activate it at any time as a bonus action.
  
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  Monsters
  Monsters
  There are numerous subtypes of devils and demons, listed
  below.
  Demons
  Demons
  Tanar
  Tanar'ri Subtype
  ri Subtype
  All demons in the Monster Manual, Volo's Guide to Monsters,
  and Mordenkainen's Tome of Foes not listed below have the
  tanar'ri subtype:
  Shadow Demon
  Dybbuk
  Sibriex
  Wastrilith
  Obyrith Subtype
  Obyrith Subtype
  The sibriex has the obyrith subtype.
  Loumara Subtype
  Loumara Subtype
  The dybbuk has the loumara subtype.
  Devils
  Devils
  Baatezu Subtype
  Baatezu Subtype
  All devils in the Monster Manual, Volo's Guide to Monsters,
  and Mordenkainen's Tome of Foes not listed below have the
  baazetu subtype:
  Chain Devil (Kyton)
  Nupperibo
  Legion devils are the Nine Hells' weakest foot soldiers, but in
  groups their power grows exponentially. In the Blood War,
  they march in groups of thousands. Wicked mortals may
  enjoy a company of 2 to 8 guards or elite troops.
  Legion devils are absolutely loyal and dedicated. They live
  to die in the service of their archdukes. The arcane laws of
  the Nine Hells demand that they receive a small wage in gold
  coins, even though they have nothing to spend this wage on.
  This has ensured that no one archdevil can amass a horde
  large enough to threaten his rivals with.
  Legion Devil (Merregon)
  Legion Devil (Merregon)
  Medium fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 17 (studded leather, shield)
  Hit Points
  Hit Points 19 (3d8+6)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  17 (+3) 17 (+3) 15 (+2) 6 (-2) 10 (+0)
  10 (+0)
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities frightened, poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 10
  Languages
  Languages Infernal, telepathy 120 ft.
  Challenge
  Challenge 2 (450 XP)
  Devil’s Sight.
  Devil’s Sight. Magical darkness doesn’t impede the
  devil’s darkvision.
  Pack Tactics.
  Pack Tactics. The legion devil has advantage on an
  attack roll against a creature if at least one of the legion
  devil's allies is within 5 ft. of the creature and the ally
  isn't incapacitated.
  Legion’s Defenses.
  Legion’s Defenses. If a spell, supernatural ability, or
  other effect that allows a saving throw targets more
  than one legion devil, all the devils use the highest d20
  result rolled by the group. If three legion devils are
  caught in a fireball and the d20 rolls for their saves are
  17, 5, and 8, all three devils use 17 as the result of
  their roll before adding any modifiers.
  Legion’s Advance.
  Legion’s Advance. As a bonus action, a legion devil can
  immediately teleport to a space adjacent to any other
  legion devil within 120 feet.
  Legion’s Mind.
  Legion’s Mind. If a spell or ability that causes the
  charmed condition or automatically fails if a target is
  immune to charm targets a single legion devil, the devil
  and all other devils within 60 feet make saving throws
  against it. If any devil succeeds, all the devils succeed.
  If all the devils fail, they all suffer the effect of a failed
  save.
  Legion’s Strength.
  Legion’s Strength. Legion devils combine their physical
  vitality into one single pool of strength. In many
  battles, legion devils seem to absorb blow after blow,
  fighting on despite massive injuries, until a single
  decisive attack against one causes all of them to fall to
  the ground,slain. Legion devils combine their hit points
  into one large pool. Any damage that a legion devil
  takes comes from this hit point pool. If the pool is
  reduced to 0, all the legion devils in it immediately die.
  A legion devil gains the pool’s benefits as long as it
  remains within 100 feet of the rest of the group. If
  forced to move farther away, the legion devil reclaims
  some of its hit points. Divide the hit points in the pool
  by the number of devils in the group. The devil forced
  out of the group gains that many hit points, and the
  pool loses a like number. If the share is less than 1, the
  devil immediately dies and the pool does not lose any
  points. By the same token, if any devil receives healing
  apply it to the devils’ total pool.
  Actions
  Multiattack.
  Multiattack. The legion devil attacks once with its
  longsword and once with its shield bash.
  Longsword.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5ft.,
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8
  (1d10 + 3) slashing damage if used with two hands.
  Shield Bash.
  Shield Bash. Melee Weapon Attack: +5 to hit, reach 5ft.,
  one target. Hit: 5 (1d4+3) bludgeoning damage.
  Longbow.
  Longbow. Ranged Weapon Attack: +5 to hit, range
  150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
  damage.
  
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  Amnizus are guardians of Hell's portals, as well as bankers of
  souls.
  The steel devil is another front-line fighter. They cast haste on
  themselves routinely.
  Amnizu
  Amnizu
  Medium fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 13 (natural armor)
  Hit Points
  Hit Points 82 (15d8 + 15 )
  Speed
  Speed 30 ft., fly 60 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  12 (+1) 11 (+0) 13 (+1) 15 (+2) 11 (+0) 16 (+3)
  Skills
  Skills Arcana +5, Deception +9, History +5, Insight
  +6, Perception +3, Persuasion +6
  Damage Resistances
  Damage Resistances acid, cold; bludgeoning,
  piercing, and slashing from nonmagical weapons
  that aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 13
  Languages
  Languages Celestial, Draconic, Infernal, telepathy
  120 ft.
  Challenge
  Challenge 6 (2,300 XP)
  Devil’s Sight.
  Devil’s Sight. Magical darkness doesn’t impede the
  devil’s darkvision.
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Secure Intelligence.
  Secure Intelligence. The amnizu is immune to any
  effect that would damage, drain, or otherwise
  reduce its Intelligence score.
  Regeneration.
  Regeneration. The amnizu regains 5 hit points at the
  start of its turn if it has at least 1 hit point
  remaining.
  Innate Spellcasting.
  Innate Spellcasting. The amnizu's spellcasting ability
  is Charisma (spell save DC 14). The amnizu can
  innately cast the following spells, requiring no
  material components:
  At will: charm person
  3/day: fireball
  Actions
  Stupefying Claws.
  Stupefying Claws. Melee Weapon Attack: +4 to hit,
  reach 5ft., one target. Hit 6 (2d4 + 1) slashing
  damage, and the target must succeed on a DC 14
  Intelligence save or have its Intelligence reduced by
  2d4. A creature with its intelligence reduced to 0 is
  stunned until it regains at least one point of
  Intelligence. The reduction lasts until the target
  finishes a short or long rest.
  Steel Devil (Bueroza)
  Steel Devil (Bueroza)
  Medium fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 18 (full plate)
  Hit Points
  Hit Points 76 (9d8 + 36)
  Speed
  Speed 20 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  16 (+3) 8 (-1) 18 (+4) 13 (+1) 9 (-1) 14 (+2)
  Skills
  Skills Athletics +6
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing,
  and slashing from nonmagical weapons that
  aren’t silvered
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, poisoned, stunned
  Senses
  Senses darkvision 120 ft., passive Perception 14
  Languages
  Languages Celestial, Draconic, Infernal, telepathy
  120 ft.
  Challenge
  Challenge 6 (1028 XP)
  Devil's Sight.
  Devil's Sight. Magical darkness doesn't impede the
  devil's vision.
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Pack Tactics.
  Pack Tactics. The steel devil has advantage on an
  attack roll against a creature if at least one of the
  steel devil's allies is within 5 ft. of the creature and
  the ally isn't incapacitated.
  Chant.
  Chant. As a bonus action, the steel devil can begin
  to chant. Until the start of the steel devil's next
  turn, it produces a rhythmic shrieking that sounds
  like metal rasping against metal. Any spellcasters
  within 30 feet of a chanting steel devil must make a
  spellcasting ability check (DC 10 + the spell's level)
  or the spell's slot is expended with no effect.
  Innate Spellcasting.
  Innate Spellcasting. The steel devil's spellcasting
  ability is Charisma (spell save DC 13, +6 to hit). The
  steel devil can innately cast the following spells,
  requiring no material components:
  At will: cause fear, command (5th level), haste (self
  only)
  Actions
  Multiattack.
  Multiattack. The steel devil makes two greatsword
  attacks.
  Greatsword.
  Greatsword. Melee Weapon Attack: +6 to hit, reach
  5ft., one target. Hit 10 (2d6 + 3) slashing damage.
  The steel choose to force the target to make a DC
  14 Strength save or be pushed 5 feet in a direction
  of the steel devil's choice.
  
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  Branded Devils
  Branded Devils
  Summoning has some flaws as a devil feature. It
  can quickly swing an easy encounter into a deadly
  one, and it is random--not something the devils are
  fond of.
  If you'd like to remove devil summoning while
  keeping a power increase, consider giving a devil
  one of the following features, depending on which
  archdevil it serves:
  Bel:
  Bel: Bel's hatred for demonkind burns through
  the devil's blade. The devil gains a magic
  longsword, rapier, or greatsword (its choice) that
  burns with green hellfire. Attacks with this weapon
  do an extra 1d6 force damage against good-aligned
  or chaotic-aligned creatures, or an extra 3d6
  against demons. The devil also gains the Martial
  Adept feat.
  Dispater:
  Dispater: In keeping with the paranoia of its lord,
  the devil gains blindsight out 30 feet, or its
  blindsight increases by 30 feet. In addition, the
  devil can cast shield and expeditious retreat three
  times a day each.
  Mammon:
  Mammon: When faced with mighty foes, the
  devil grovels and asks for mercy. Against weaker
  enemies, it shows no quarter. Enemies that have
  more HP than the devil must make a Wisdom save
  at the start of their turns or see it as pathetic and
  hardly worth killing, and thus have disadvantage on
  rolls to attack it until the start of their next turn.
  Whenever the devil rolls damage against an enemy
  with less HP than it, it rolls an extra die.
  Fierna or Belial:
  Fierna or Belial: The dark perversions of Fierna
  and Belial fuel the devil's power in combat.
  Whenever the devil takes or deals damage, it gains
  1 pleasure point. The devil can spend 1 pleasure
  point before rolling an attack roll, damage roll,
  ability check, or save to add 1d6 to the roll.
  Pleasure points vanish at the end of the encounter.
  Levistus:
  Levistus: Levistus grants his subjects skill among
  the ice. The devil can move through icy difficult
  terrain and snow at normal speed, and it does not
  risk falling prone from ice. The devil's weapon
  attacks do an extra 1d6 cold damage. Once per
  day, as a reaction in response to being dealt cold
  damage, the devil can gain immunity to cold for 1
  round.
  Glasya:
  Glasya: The devil's body throbs with a number of
  fleshy tumors equal to its Constitution modifier +
  3 (minimum three tumors). Each round, as a bonus
  action, it can draw strength from one of these
  cancerous growths to gain one of the following
  benefits:
  +10-foot bonus to its speed for 1 round.
  Heal 2d6 points of damage + its Charisma
  modifier
  Increase its reach with its melee attacks by 5
  feet for 1 round.
  Spray a stream of noxious filth at an adjacent
  target, forcing that creature to succeed on a
  Constitution save (DC 8 + devil's proficiency
  bonus + Con modifer) or become poisoned
  until the end of its next turn
  Spent tumors regrow in 10 rounds.
  Baalzebub:
  Baalzebub: The devil's slippery skin gives it
  advantage on ability checks and saving throws
  made to escape a grapple. Any creature that enters
  or leaves a space adjacent to the devil must
  succeed on a Acrobatics check (DC 8 + devil's
  proficiency bonus + its Con modifier) or
  immediately stop moving. A creature that fails this
  check and attempts to keep moving immediately
  falls prone in its current space. In addition, the
  devil reeks of decay, excrement, and worse, forcing
  any living creature within 10 feet of it to succeed
  on a Constitution save (same DC) or become
  poisoned for 10 rounds. Regardless of the
  outcome of the save, a creature cannot again be
  affected by its stench for 24 hours.
  Mephistopholes:
  Mephistopholes: Mephistopholes's rage and
  frustration are legendary. If the devil misses an
  attack or a target saves successfully against an
  effect it cast, the devil has advantage on its next
  attack roll. Additionally, the devil rerolls any 1s on
  attack rolls, saving throws, damage rolls, or skill
  checks until they're not 1s.
  Asmodeus:
  Asmodeus: All bow before the Lord of the Ninth,
  and devils sworn to him take after their liege. The
  devil can cast command (DC 8 + devil's proficiency
  bonus + its Cha modifier) 3 times a day. In
  addition, whenever a creature would attack the
  devil or target it with a spell or ability against the
  devil's will, it must first succeed on a Wisdom save
  (same DC). If the creature fails, it must select
  another target or take some other action. Once an
  opponent succeeds on the saving throw, it cannot
  be affected again by this devil's brand for 24 hours.
  
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  Falxugons are the unmatched corruptors of mortal souls.
  Infernal Debt.
  Infernal Debt. This injury poison is only distilled in
  the Nine Hells. It places a powerful curse upon
  those struck by it. When struck by a weapon
  coated in it, a target must make a successful DC
  17 Charisma save or become poisoned. Whenever
  a poisoned target makes an attack roll, ability check
  or a saving throw before the effect ends, the target
  must roll a d4 and subtract the number rolled from
  the attack roll or saving throw as feelings of fatigue
  and sloth overcome him. Multiple attacks with this
  venom do not stack.
  This penalty lasts for 24 hours or until the target
  willingly strikes a good-aligned creature. This attack
  must deal its full normal damage, though the
  victim can opt to make an unarmed strike or other
  similarly ineffectual blow. The victim feels a strange
  urge to strike eligible targets to break the curse,
  and he can feel soothing relief waiting for him if he
  only gives in to the malevolent whispers that echo
  in his mind. A remove curse or greater restoration
  spell rids a victim of the penalties, as well as the
  urge to do a companion harm.
  There is an analogous poison that encourages a creature to
  strike a chaotic target. This variant is typically employed
  against demon cultists.
  Variant: Devil Summoning
  Variant: Devil Summoning
  Some devils can have an action option that allows
  them to summon other devils.
  Summon Devil (1/Day).
  Summon Devil (1/Day). The devil chooses what
  to summon and attempts a magical summoning
  A legion devil
  legion devil has a 33% chance of summoning
  1 legion devil.
  An amnizu
  amnizu has a 50% chance of summoning
  1d6 abishai.
  A pain devil
  pain devil has a 40% chance of summoning 1
  pain devil.
  A paeliryon
  paeliryon can summon four lemures, two bone
  devils or bearded devils, or one erinyes, horned
  devil, or ice devil.
  A harvester devil
  harvester devil has a 40% chance of
  summoning 2d6 lemures or 1d4 bearded devils.
  Harvester Devil
  Harvester Devil
  (Falxugon)
  (Falxugon)
  Medium fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 16 (natural armor)
  Hit Points
  Hit Points 75 (10d8+ 30)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  10 (+0) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 22 (+6)
  Skills
  Skills Acrobatics +7, Deception +9, Insight +4,
  Perception +4, Persuasion +12, Stealth +7
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks not made with
  silvered weapons
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses darkvision 120 feet, passive Perception 14
  Languages
  Languages all
  Challenge
  Challenge 5 (1,800 XP)
  Shroud of Deception.
  Shroud of Deception. The falxugon is immune to magic
  that allows other creatures to read its thoughts,
  determine whether it is lying, know its alignment, or
  know its creature type. Creatures can telepathically
  communicate with it only if it allows it.
  Devil's Sight.
  Devil's Sight. Magical darkness doesn't impede the
  devil's vision.
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Refuge of the Damned.
  Refuge of the Damned. Through a bizarre clause in the
  Pact Primeval, harvester devils are magically warded to
  prevent attacks by all nonoutsiders, at least until they
  strike first. A harvester devil continually gains the
  benefit of a sanctuary spell; a DC 17 Wisdom save is
  required to overcome this effect. Fiends and celestials
  are unaffected by this ability. If a harvester devil attacks
  any opponent, this ability ceases to function for 1
  minute. A nonoutsider that succeeds on its save
  against refuge of the damned takes disadvantage on all
  saves for 1 minute, the cosmic price for breaking the
  ancient clause that protects harvester devils. A creature
  that has signed a pact with any devil has disadvantage
  on this save.
  Innate Spellcasting.
  Innate Spellcasting. The falxugon's spellcasting ability is
  Charisma (spell save DC 17, +9 to hit). The falxugon
  can innately cast the following spells, requiring no
  material components:
  At-will: plane shift (self only), disguise self, major
  image
  3/day: dispel magic, vampiric touch
  1/day: mirror image
  Actions
  Multiattack.
  Multiattack. The falxugon makes two attacks with its
  Poisoned Dagger.
  Poisoned Dagger.
  Poisoned Dagger. Melee Weapon Attack: +7 to hit,
  reach 5ft./range 20/60 ft., one target. Hit 6 (1d4 + 4)
  piercing damage and the target is affected with Infernal
  Debt (see sidebar).
  
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  Pain devils are the Nine Hells' most expert torturers. Their
  signature weapon, the hell scourge, is a +2 spiked chain that
  functions only in the hands of the pain devil that it belongs to,
  and that crumbles into dust if it leaves its hands. The pain
  devil can summon another as a bonus action.
  Legion Devil Commanders
  Legion Devil Commanders
  Exceptional legion devils become officers in the
  armies of Hell. These individuals usually have
  higher Intelligence scores than normal (10 rather
  than 6), and gain levels in a variety of character
  classes. Most typically, these leaders gain fighter
  levels, but legion devil officers with sorcerer,
  wizard, or cleric levels are common.
  Pain Devil (Excruciarch)
  Pain Devil (Excruciarch)
  Medium fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 15 (studded leather armor)
  Hit Points
  Hit Points 114 (12d8 + 60)
  Speed
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  15 (+2) 16 (+3) 20 (+5) 11 (+0) 10 (+0) 15 (+2)
  Skills
  Skills Insight +6, Intimidation +8, Medicine +6
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks not made with
  silvered weapons
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 10
  Languages
  Languages Celestial, Common, Infernal, telepathy 120
  ft.
  Challenge
  Challenge 7 (2,900 XP)
  Devil's Sight.
  Devil's Sight. Magical darkness doesn't impede the
  devil's vision.
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Agony’s Caress.
  Agony’s Caress. Pain devils can send arcane energy
  cascading down their weapons to leave their victims
  wracked with pain beyond imagining. Any attack from a
  pain devil that hits does an extra 10 (3d6) psychic
  damage (included in the attack). Additionally, any
  creature struck by a pain devil’s melee attacks or Storm
  of Pain must attempt a DC 13 Constitution save. On a
  failed save, the target can use either an action or a
  bonus action on its next turn, not both. The save DC is
  Charisma-based.
  Sadism.
  Sadism. If a pain devil did at least 25 damage since the
  start of its last turn, it has advantage on its first attack
  this turn. If it did at least 50, it has advantage on all
  attacks and saves until the start of its next turn.
  Torturer's Eye.
  Torturer's Eye. The pain devil targets one creature it can
  see as a bonus action. The target must contest its
  Charisma (Deception) check against the pain devil’s
  Medicine (Insight) check. If the pain devil wins, it
  ignores the target's damage resistances and
  immunities and the target has disadvantage on
  Concentration checks caused by the pain devil until the
  start of its next turn.
  Aura of Agony.
  Aura of Agony. A pain devil creates a supernatural aura
  of pain and misery. All within this area suffer painful
  cuts and wounds that spontaneously appear on their
  bodies. At the end of each of a pain devil’s turns,
  creatures within 10 feet of it must succeed on a DC 13
  Constitution save or take 5 (1d10) points of slashing
  damage. The save DC is Charisma-based. Baatezu are
  immune to the aura. The pain devil can activate or
  deactivate this aura as a bonus action.
  Innate Spellcasting.
  Innate Spellcasting. The pain devil's spellcasting ability
  is Charisma (spell save DC 13, +5 to hit). The pain devil
  can innately cast the following spells, requiring no
  material components:
  At-will: vampiric touch, cure wounds, cause fear
  Actions
  Multiattack.
  Multiattack. The pain devil attacks twice with its Hell
  Scourge.
  Hell Scourge.
  Hell Scourge. Melee Weapon Attack: +8 to hit, reach
  10ft., one target. Hit 10 (2d4 + 5) piercing damage
  plus 10 (3d6) psychic damage. This is a magic weapon
  attack. On a hit the pain devil can forgo dealing the
  piercing damage and attempt to trip the target, in
  which case the target must succeed on a DC 14
  Strength saving throw or fall prone.
  Teleport.
  Teleport. The pain devil magically teleports, along with
  any equipment it is wearing or carrying, up to 120 feet
  to an unoccupied space it can see.
  Storm of Pain.
  Storm of Pain. The pain devil can whirl its hell scourge
  above its head in a wide, deadly arc. When a pain devil
  uses this ability, every creature within 10 feet must
  make a DC 14 Dexterity save. On a failure, a creature
  takes 10 (2d4 + 5) piercing damage plus 10 (3d6)
  psychic damage, or half on a successful save.
  
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  Assassin Devil (Dogai)
  Assassin Devil (Dogai)
  Medium fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 20 (natural armor)
  Hit Points
  Hit Points 117 (18d8 + 36)
  Speed
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  17 (+3) 26 (+8) 15 (+2) 15 (+2) 15 (+2) 16 (+3)
  Skills
  Skills Acrobatics +12, Deception +7, Perception +6,
  Stealth +16
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing, and
  slashing from nonmagical attacks not made with
  silvered weapons
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses blindsight 60 ft., truesight 120 ft., passive
  Perception 16
  Languages
  Languages Celestial, Common, Draconic, Infernal,
  telepathy 120 ft.
  Challenge
  Challenge 11 (7,200 XP)
  Devil's Sight.
  Devil's Sight. Magical darkness doesn't impede the
  devil's vision.
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Evasion:
  Evasion: If the assassin is subjected to an effect that
  allows it to make a Dexterity saving throw to take only
  half damage, the assassin instead takes no damage if it
  succeeds on the saving throw, and only half damage if
  it fails.
  Assassinate.
  Assassinate. During its first turn, the assassin devil has
  advantage on attack rolls against any creature that
  hasn't taken a turn. Any hit the assassin devil scores
  against a surprised creature is a critical hit.
  Innate Spellcasting.
  Innate Spellcasting. The assassin devil's spellcasting
  ability is Charisma (spell save DC 15, +7 to hit). The
  assassin devil can innately cast the following spells,
  requiring no material components:
  At will: dimension door, fog cloud, nondetection, pass
  without trace, silence, minor illusion, tongues, gaseous
  form
  1/day: plane shift (self only)
  Sneak Attack (1/Turn).
  Sneak Attack (1/Turn). The assassin devil deals an extra
  21 (6d6) damage when it hits a target with a weapon
  attack and has advantage on the attack roll, or when the
  target is within 5 ft. of another enemy of the target that
  isn't incapacitated and the assassin devil doesn't have
  disadvantage on the attack roll.
  Ghost Step.
  Ghost Step. As a bonus action, the assassin devil can
  turn invisible until the end of its current turn. The
  creature remains invisible even if it attacks. An assassin
  devil can use this ability at will.
  Actions
  Multiattack.
  Multiattack. The dogai makes two rapier or longbow
  attacks.
  Rapier.
  Rapier. Melee Weapon Attack: +12 to hit, reach 5ft.,
  one target. Hit 12 (1d8 + 8) piercing damage. If both
  the dogai and its target are in dim light or darkness, the
  target takes an additional 16 (3d10) necrotic damage.
  Longbow.
  Longbow. Ranged Weapon Attack: +12 to hit, range
  150/600 ft., one target. Hit: 12 (1d8 + 8) piercing
  damage. If both the dogai and its target are in dim light
  or darkness, the target takes an additional 16 (3d10)
  necrotic damage.
  
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  Orthons are foot soldiers in the armies of the Nine Hells.
  Weapons
  Weapons
  The hellspear is unique to orthons. It is a very long
  spear with a variety of sharp blades projecting
  along its shaft, making it useful against distant and
  close opponents.
  The hellfire crossbow shoots bolts of hellfire,
  which feel like fire but ignore resistance. In 3.5,
  this was untyped damage, but as that no longer
  exists, I rendered it as force damage.
  Only baatezu can create the energy necessary to
  fire hellfire, though a hellspear certainly could be
  salvaged from a battlefield.
  Orthon
  Orthon
  Large fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 18 (plate)
  Hit Points
  Hit Points 147 (14d10 + 70)
  Speed
  Speed 22ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  22 (+6) 10 (+0) 21 (+5) 8 (-1) 10 (+0) 14 (+2)
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing,
  and slashing from nonmagical attacks not made
  with silvered weapons
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses truesight 120 ft., passive Perception 10
  Languages
  Languages Celestial, Draconic, Infernal, telepathy
  120 ft.
  Challenge
  Challenge 8 (3,900 XP)
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Pack Tactics.
  Pack Tactics. The orthon has advantage on an attack
  roll against a creature if at least one of the orthon's
  allies is within 5 ft. of the creature and the ally isn't
  incapacitated.
  Dimensional Interference.
  Dimensional Interference. As a bonus action, an
  orthan can raise or lower its dimensional
  interference field. When raised, it emits a 20-foot-
  radius field that disrupts extradimensional and
  interplanar movement. All creatures within the area
  are prevented from using any spell or ability that
  provides such movement.
  Maggot Burst.
  Maggot Burst. When an orthon takes a critical hit, or
  if it is slain, maggots surge from its body. All
  creatures other than baatezu within 10 feet of the
  orthon take 6d4 points of piercing damage as the
  maggots swarm over the area, gnawing and biting
  all in their path.
  Actions
  Multiattack.
  Multiattack. The orthon makes two attacks. If it
  attacks twice with its hellspear, it can make a third
  attack against a different target.
  Hellspear.
  Hellspear. Melee Weapon Attack: +9 to hit, reach
  20ft., one target. Hit 17 (2d10 + 6) piercing or
  slashing damage. This weapon is silvered.
  Hellfire Crossbow.
  Hellfire Crossbow. Ranged Weapon Attack: +3 to
  hit, range 400 ft., one target. Hit: 11 (2d10) force
  damage.
  Teleport.
  Teleport. The orthon magically teleports, along with
  any equipment it is wearing or carrying, up to 120
  feet to an unoccupied space it can see.
  
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  Paeliryons are devilish conspirators, working to undermine
  good and chaos through information trafficking.
  Paeliryon
  Paeliryon
  Large fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 16 (natural armor)
  Hit Points
  Hit Points 199 (19d10 + 95)
  Speed
  Speed 20 ft., burrow 20 ft., fly 100 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  18 (+4) 13 (+1) 20 (+5) 23 (+6) 19 (+4) 23 (+6)
  Skills
  Skills Arcana +12, Deception +18, Insight +10,
  Persuasion +12
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing, and
  slashing from nonmagical weapons that aren’t
  silvered
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses truesight 120 ft., passive Perception 14
  Languages
  Languages all, telepathy 120 ft.
  Challenge
  Challenge 18 (1028 XP)
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons.
  Magic Weapons. The paeliryon's weapon attacks are
  magical.
  Innate Spellcasting.
  Innate Spellcasting. The paeliryon's spellcasting ability is
  Charisma (spell save DC 20, +12 to hit). The paeliryon
  can innately cast the following spells, requiring no
  material components:
  At will: chain of eyes (5th level), charm monster,
  clairvoyance, dispel magic (6th level), greater
  invisibility, hold monster, major image (6th level),
  meteor swarm, mind blank, polymorph, suggestion
  3/day: antilife shell, holy word, prying eyes (8th level)
  Intoxicating Perfume.
  Intoxicating Perfume. The paeliryon's perfume is so
  overwhelming it clouds the mind. All nonbaatezu
  within 20 feet of it have disadvantage on Wisdom
  checks and saves. Creatures immune to being
  poisoned are immune to this ability.
  Actions
  Multiattack.
  Multiattack. The paeliryon makes two retractible claw
  attacks.
  Retractible Claw.
  Retractible Claw. Melee Weapon Attack: +10 to hit,
  reach 10ft., one target. Hit 7 (1d6 + 4) slashing
  damage and the target’s Charisma score is reduced by
  1d4. The target falls catatonic if this reduces its
  Charisma to 0. Otherwise, the reduction lasts until the
  target finishes a short or long rest.
  Belittle.
  Belittle. The paeliryon unleashes a torrent of epitaphs
  and insults. All nonbaatezu within a 60-foot cone must
  succeed on a DC 20 Wisdom save or be stunned for 1
  round and become frightened of the paeliryon for 1
  minute thereafter.
  A creature that successfully saves cannot be affected
  again by that same paeliryon’s belittle ability for 24
  hours.
  Teleport.
  Teleport. The paeliryon magically teleports, along with
  any equipment it is wearing or carrying, up to 120 feet
  to an unoccupied space it can see.
  Reactions
  Mock.
  Mock. In response to being missed by an attack or
  succeeding at a saving throw, the paeliryon cruelly
  insults the creature that attacked it or forced it to make
  a save. The creature must succeed at a DC 20 Wisdom
  save or have disadvantage on attack rolls, ability
  checks, and saving throws until the end of its next turn.
  Creatures that do not understand any language are
  immune to this effect.
  
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  Kalabons can combine into colonies. Colonies pool their hit
  points and gain additional bonuses. See the table below:
  Kalabon Size
  Kalabon Size
  Size
  Size
  Tentacles
  Tentacles
  Str
  Str
  Damage dX
  Damage dX
  # needed
  # needed
  Small
  1d3
  13
  d4
  1-3
  Medium
  1d4
  15
  d8
  4-7
  Large
  1d6
  17
  2d8
  8-31
  Huge
  2d4
  21
  3d8
  32
  For example, 8 kalabons combine into a Large colony. The
  resulting creature has 104 hit points, makes 1d6 tentacle
  attacks each round, has a 17 in Strength, and has the
  following action option:
  Tentacle. Melee Weapon Attack: +5 to hit, reach 5ft., one
  target. Hit 12 (2d8 + 3) bludgeoning damage plus 9 (2d8) acid
  damage.
  Control Body.
  Control Body. Any creature that begins its turn with
  the swarm in its square must make a DC 14
  Consitution save or be controlled as if by a
  dominate monster spell. The swarm is removed
  from play as it takes control of the victim’s body.
  The creature can make a new save against this
  ability at the start of each of its subsequent turns.
  Distracting.
  Distracting. Concentration checks and Wisdom
  (Perception) checks made inside the swarm's
  space are made with disadvantage.
  Actions
  Actions
  Bites.
  Bites. Melee Weapon Attack: +10 to hit, reach 0ft.,
  one creature in the swarm’s space. Hit one
  creature in the swarm’s space. Hit: 50 (20d4)
  piercing damage, or 25 (10d4) piercing damage if
  the swarm has half of its hit points or fewer.
  Kalabon
  Kalabon
  Small fiend (devil), lawful evil
  Armor Class
  Armor Class 11 (natural armor)
  Hit Points
  Hit Points 13 (2d6 + 4)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  13 (+1) 9 (-1) 14 (+2) 4 (-3) 12 (+1)
  7 (-2)
  Damage Immunities
  Damage Immunities acid, cold
  Senses
  Senses blindsight 60 ft. (blind beyond this radius),
  passive Perception 11
  Languages
  Languages None
  Challenge
  Challenge 1/4 (50 XP)
  Stench.
  Stench. Any creature other than a kalabon that starts
  its turn within 10 ft. of the kalabon must succeed
  on a DC 12 Constitution saving throw or be
  poisoned until the start of the creature’s next turn.
  On a successful saving throw, the creature is
  immune to the stench of all kalabons for 1 hour.
  Sunlight Sensitivity.
  Sunlight Sensitivity. While in sunlight, the kalabon
  has disadvantage on attack rolls, as well as on
  Wisdom (Perception) checks that rely on sight.
  Actions
  Multiattack.
  Multiattack. The kalabon makes 1d3 Tentacle
  attacks.
  Tentacle.
  Tentacle. Melee Weapon Attack: +3 to hit, reach
  5ft., one target. Hit 3 (1d4+1) bludgeoning damage
  plus 2 (1d4) acid damage.
  Ayperobos Swarm
  Ayperobos Swarm
  Medium swarm of Tiny fiends (devil, baatezu),
  lawful evil
  Armor Class
  Armor Class 16
  Hit Points
  Hit Points 110 (17d8 + 34)
  Speed
  Speed 5ft., fly 90 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  1 (-5) 23 (+6) 14 (+2) 8 (-1) 13 (+1) 15 (+2)
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing,
  slashing
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities charmed, frightened,
  grappled, paralyzed, petrified, poisoned, prone,
  restrained, stunned
  Senses
  Senses darkvision 120 ft., blindsight 30 ft., passive
  Perception 11
  Languages
  Languages None
  Challenge
  Challenge 10 (4397 XP)
  Devil’s Sight.
  Devil’s Sight. Magical darkness doesn’t impede the
  devil’s darkvision.
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons.
  Magic Weapons. The swarm's weapon attacks are
  magical.
  Swarm.
  Swarm. The swarm can occupy another creature’s
  space and vice versa, and the swarm can move
  through any opening large enough for a Tiny insect.
  The swarm can’t regain hit points except with its
  Regeneration feature or gain temporary hit points.
  Regeneration.
  Regeneration. The swarm regains 5 hit points at the
  start of its turn if it has at least 1 hit point
  remaining.
  
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  Narzugons are Hell's cavalry. They ride nightmares.
  Narzugon
  Narzugon
  Medium fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 20 (full plate, shield)
  Hit Points
  Hit Points 78 (12d8 + 24)
  Speed
  Speed 30 ft. (when riding a nightmare
  nightmare, 60 ft., fly 90
  ft.)
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  16 (+3) 12 (+1) 15 (+2) 10 (+0) 13 (+1) 13 (+1)
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing,
  and slashing from nonmagical attacks not made
  with silvered weapons
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 11
  Languages
  Languages Celestial, Common, Draconic, Infernal,
  telepathy 120 ft.
  Challenge
  Challenge 5 (2660 XP)
  Devil's Sight.
  Devil's Sight. Magical darkness doesn't impede the
  devil's vision.
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Spiked Armor.
  Spiked Armor. Any creature grappling the narzugon
  takes 7 (3d4) piercing damage at the end of its
  turn.
  Baleful Gaze.
  Baleful Gaze. When a creature that can see the
  narzugon’s eyes starts its turn within 30 ft. of the
  narzugon, the narzugon can force it to make a DC
  13 Wisdom saving throw if the narzugon isn’t
  incapacitated and can see the creature. A creature
  that fails the save is frightened of the narzugon.
  Innate Spellcasting.
  Innate Spellcasting. The narzugon's spellcasting
  ability is Charisma (+4 to hit). The narzugon can
  innately cast the following spells, requiring no
  material components:
  At will: compelled duel, scorching ray
  Charge.
  Charge. If the narzugon moves at least 20 feet
  straight toward a target and then hits it with a lance
  attack on the same turn, the target takes an extra
  13 (2d12) piercing damage.
  Actions
  Multiattack.
  Multiattack. The narzugon makes two longsword
  attacks.
  Lance.
  Lance. Melee Weapon Attack: +6 to hit, reach 10ft.,
  one target. Hit 9 (1d12 + 3) piercing damage. The
  narzugon has disadvantage on attacks with this
  against a target within 5 feet of it.
  Longsword.
  Longsword. Melee Weapon Attack: +6 to hit, reach
  5ft., one target. Hit 7 (1d8 + 3) slashing damage, or
  8 (1d10 + 3) if held with two hands.
  Malebranche
  Malebranche
  Huge devil (devil, baatezu), lawful evil
  Armor Class
  Armor Class 11 (natural armor)
  Hit Points
  Hit Points 189 (14d12 + 98)
  Speed
  Speed 40 ft., fly 120 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  26 (+8) 9 (-1) 24 (+7) 8 (-1) 15 (+2) 10 (+0)
  Damage Resistances
  Damage Resistances cold; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Damage Immunities
  Damage Immunities fire, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 17
  Languages
  Languages Infernal, telepathy 120 ft.
  Challenge
  Challenge 14 (4667 XP)
  Devil's Sight.
  Devil's Sight. Magical darkness doesn't impede the
  devil's vision.
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons.
  Magic Weapons. The devil's weapon attacks are
  magical.
  Dive Attack.
  Dive Attack. If the malebranche is flying and dives at
  least 30 ft. straight toward a target and then hits it
  with a ranseur weapon attack, the attack deals an
  extra 16 (3d10) damage to the target.
  Flyby.
  Flyby. The malebranche doesn’t provoke an
  opportunity attack when it flies out of an enemy’s
  reach.
  Terror Aura.
  Terror Aura. Every enemy that starts its turn within
  30 feet of the malebranche must succeed on a DC
  20 Wisdom saving throw or be frightened for 1
  minute. A creature can repeat the save at the end of
  each of its turns. A frightened target must use all its
  movement on that turn to get as far from the
  malebranche as possible, must finish the move
  before taking an action, and must take the most
  direct route, even if hazards lie that way. A target
  that successfully saves is immune to the terror aura
  of this malebrance for the next 24 hours.
  Actions
  Multiattack.
  Multiattack. The malebranche makes one ranseur
  attack and one claw attack.
  Ranseur.
  Ranseur. Melee Weapon Attack: +13 to hit, reach
  30ft., one target. Hit 24 (3d10 + 8) piercing
  damage.
  Claw.
  Claw. Melee Weapon Attack: +13 to hit, reach 10ft.,
  one target. Hit 21 (3d8 + 8) slashing damage. If the
  target is Large or smaller, it is grappled (escape DC
  21).
  
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  Abishai are Tiamat's chosen devils.
  Chromatic Abishai
  Chromatic Abishai
  There is an abishai for each kind of chromatic dragon. The
  damage type listed is used both for determining immunities
  and for determing the kind of damage tha abishai does.
  Black Abishai: Acid. A black abishai is amphibious (it can
  breathe air or water), has a swimming speed of 30 feet, and
  has immunity to acid damage.
  Blue Abishai: Lightning. A blue abishai has a burrowing
  speed of 20 feet and immunity to lightning damage.
  Green Abishai: Poison. A green abishai is amphibious (it
  can breathe air or water), has a swimming speed of 30 feet,
  and is healed by poison damage.
  Red Abishai: Fire. A red abishai has climbing speed of 30
  feet and is healed by fire damage.
  White Abishai: Cold. A white abishai has a burrowing
  speed of 20 feet, a climbing speed of 30 feet, and immunity to
  cold damage.
  Abishai
  Abishai
  Medium fiend (devil, baatezu), lawful evil
  Armor Class
  Armor Class 16 (natural armor)
  Hit Points
  Hit Points 75 (10d8 + 30)
  Speed
  Speed 30ft., fly 40 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  15 (+2) 16 (+3) 16 (+3) 11 (+0) 13 (+1) 14 (+2)
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks not made with
  silvered weapons
  Damage Immunities
  Damage Immunities fire, poison (and see text)
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses darkvision 120 ft., passive Perception 11
  Languages
  Languages Celestial, Common, Draconic, Infernal,
  telepathy 120 ft.
  Challenge
  Challenge 6 (705 XP)
  Devil's Sight.
  Devil's Sight. Magical darkness doesn't impede the
  devil's vision.
  Magic Resistance.
  Magic Resistance. The devil has advantage on saving
  throws against spells and other magical effects.
  Innate Spellcasting.
  Innate Spellcasting. The abishai's spellcasting ability
  is Charisma (DC 13). The abishai can innately cast
  the following spells, requiring no material
  components:
  At will: cause fear, command, disguise self
  3/day: charm person, suggestion
  1/day: wrack
  Actions
  Multiattack.
  Multiattack. The abishai stings once, claws twice,
  and bites once.
  Sting.
  Sting. Melee Weapon Attack: +6 to hit, reach 5ft.,
  one target. Hit 7 (1d8 + 3) piercing damage plus
  2d8 of a damage type determined by the abishai's
  color.
  Claw.
  Claw. Melee Weapon Attack: +6 to hit, reach 5ft.,
  one target. Hit 5 (1d4 + 3) piercing damage.
  Bite.
  Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
  one target. Hit 8 (2d4 + 3) piercing damage.
  
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  Urthelid
  Urthelid
  Huge fiend (demon, obyrith), chaotic evil
  Armor Class
  Armor Class 18 (natural armor)
  Hit Points
  Hit Points 195 (17d12+85)
  Speed
  Speed 80 ft., climb 80 ft., burrow 80 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  26 (+8) 8 (-1) 24 (+7) 12 (+1) 22 (+6) 22 (+6)
  Saving Throws
  Saving Throws Con +13, Int +7, Wis +12
  Skills
  Skills Athletics +14, Intimidate +12, Perception +12,
  Survival +18
  Damage Resistances
  Damage Resistances cold, lightning, thunder;
  bludgeoning, piercing, and slashing from nonmagical
  weapons
  Damage Immunities
  Damage Immunities acid, fire, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses truesight 120 ft., tremorsense 240 ft., passive
  Perception 22
  Languages
  Languages Abyssal, telepathy 120 feet
  Challenge
  Challenge 19 (22,000 XP)
  Dimensional Lock.
  Dimensional Lock. As a bonus action, the urthelid can
  raise or lower its dimensional lock field. When raised,
  this field completely blocks extradimensional travel
  and teleportation within 120 feet. Forms of movement
  barred include astral projection, blink, dimension door,
  etherealness, gate, maze, phasing, plane shift, misty
  step, far step, teleport, teleportation circle, and similar
  abilities.
  Hatred Embodied.
  Hatred Embodied. The urthelid has advantage on all
  attack rolls and saving throws against tanar'ri.
  Magic Weapons.
  Magic Weapons. The urthelid's weapon attacks are
  magical.
  Spider Climb.
  Spider Climb. The urthelid can climb difficult surfaces,
  including upside down on ceilings, without needing to
  make an ability check.
  Dissolving Enzymes.
  Dissolving Enzymes. The urthelid can burrow at half its
  speed through solid rock, metal, crystal, or other
  substances.
  Innate Spellcasting.
  Innate Spellcasting. The urthelid's spellcasting ability is
  Charisma (+12 to hit, spell save DC 20). The urthelid
  can innately cast the following spells, requiring no
  material components:
  At will: major image (benefits from illusionist feature
  Malleable Illusions), earthbind, pass without trace,
  infestation (4d6)
  3/day: insect plague, dimension door, mirror image,
  shield
  Form of Madness.
  Form of Madness. Any creature within 60 feet that
  observes an urthelid must attempt a DC 20 Wisdom
  save or become terrified of the ground and the things
  that crawl under it. As long as the creature is in contact
  with the ground or a structure built on it, it is
  frightened. This condition is permanent until the
  insanity is cured by greater restoration, heal, wish, or
  divine intervention. A creature that successfully saves
  cannot be affected again by that same urthelid's form
  for 24 hours, and a creature that fails cannot be
  affected a second time (until cured). The save is
  Charisma-based.
  Regeneration.
  Regeneration. The urthelid regains 5 hit points at the
  start of its turn if it has at least 1 hit point remaining.
  Water Anathema.
  Water Anathema. While submerged in water, the
  urthelids' attacks do no acid damage.
  Actions
  Multiattack.
  Multiattack. The urthelid attacks (2+1d4) times with its
  Foreleg Impale and uses its Tri-Pronged Tail once. If it
  hits a single creature at least twice with Foreleg Impale,
  it latches on and injects more acid, and the target takes
  an additional 14 (4d6) acid damage and is grappled
  (escape DC 22).
  Foreleg Impale.
  Foreleg Impale. Melee Weapon Attack: +14 to hit, reach
  10ft., one target. Hit 12 (1d8 + 8) piercing damage
  plus 14 (4d6) acid damage.
  Tri-Pronged Tail.
  Tri-Pronged Tail. Melee Weapon Attack: +14 to hit,
  reach 15ft., one target. Hit 27 (3d12 + 8) piercing
  damage plus 12 (5d4) lightning damage, and the target
  must make a DC 21 Consitution saving throw or
  become stunned for 1 minute. It can repeat this save at
  the end of each of its turns. The save is Constitution-
  based.
  Forelag Snap (Recharge 6).
  Forelag Snap (Recharge 6). The urthelid snaps its foreleg
  against itself, producing a painfully loud boom that can
  be heard up to 2 miles away. All creatures and objects
  in a 300-foot radius centered on the urthelid (including
  itself) must succeed on a DC 21 Constitution saving
  throw or take 78 (12d12) thunder damage, or half on a
  successful save. The save is Constitution-based.
  
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  If balors have nightmares, they are surely due to the
  urthelids, horrific crawling abominations that hunger to rid
  the Abyss of all non-obyriths. Thankfully, these monsters are
  very rare even in the Abyss, and virtually unheard of outside
  it.
  Hatred in Flesh
  Hatred in Flesh
  Obox-ob, the disgusting Prince of Vermin, rages endlessly
  against his fall and longs for his return to preeminence. The
  urthelids are physical embodiments of his hatred for the
  tanar'ri who displaced him and betrayed his kind. They have
  no purpose besides the wholesale extermination of non-
  obyriths in general, and tanar'ri in particular, from the Abyss.
  Apex Predators
  Apex Predators
  Urthelids are evolved (as close as demons have to evolution)
  to hunt tanar'ri. One of their favorite tactics is to deactivate
  their dimensional locks, dimension door on top of their prey,
  and then reactivate their dimensional lock. As many demons
  are immune to poison, they instead use acid; they themselves
  are immune or resistant to the brunt of what others can dish
  out.
  Savage Illusionists
  Savage Illusionists
  Although urthelids are not especially intelligent, they have an
  instinctive understanding of group dynamics and how they
  operate, and are fond of conjurating illusions of others of
  their kind approaching from one direction, so as to drive their
  prey directing into their hungry maws.
  Dukes of Vermin
  Dukes of Vermin
  The urthelids are made in the shape of Obox-ob, and they
  occupy a ducal role on his layer of Zionyn. They are seldom
  found there, however, as their drive to kill tanar'ri can never
  be truly sated, and few tanar'ri can be found on Zionyn.
  The Long Hunger
  The Long Hunger
  Urthelids' mouths are too small to be of any use in combat
  and do not have teeth at all, being some combination of
  mouth and proboscis. They prefer to slurp up the liquified
  remains of their foes, or suck out their innards if the target
  was killed by acid injection. Though they gain no
  nourishment from feeding, they seem to relish in the activity
  of consuming another organism, especially one of the hated
  tanar'ri.
  
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  Alkilith
  Alkilith
  Medium fiend (demon, tanar'ri), chaotic evil
  Armor Class
  Armor Class 17 (natural armor)
  Hit Points
  Hit Points 105 (14d8 + 42)
  Speed
  Speed 40 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  15 (+2) 22 (+6) 16 (+3) 14 (+2) 16 (+3) 14 (+2)
  Damage Resistances
  Damage Resistances cold, fire, lightning; bludgeoning,
  piercing, and slashing from nonmagical weapons
  Damage Immunities
  Damage Immunities acid, poison
  Condition Immunities
  Condition Immunities charmed, deafened, exhaustion,
  frightened, poisoned, prone
  Senses
  Senses blindsight 60 feet., truesight 120 ft., passive
  Perception 13
  Languages
  Languages Abyssal, telepathy 120 ft.
  Challenge
  Challenge CR 15 (11,500 XP)
  Magic Resistance.
  Magic Resistance. The alkilith has advantage on saving
  throws against spells and other magical effects.
  Innate Spellcasting.
  Innate Spellcasting. The alkilith's spellcasting ability is
  Charisma (spell save DC 15). The alkilith can innately
  cast the following spells, requiring no material
  components:
  At will: contagion, detect magic, dispel magic, hold
  monster, magic circle, stinking cloud, plane shift (self
  only), wall of ice
  3/day: cone of cold
  Amorphous.
  Amorphous. The alkilith can move through a space as
  narrow as 1 inch wide without squeezing.
  Corrosive Form.
  Corrosive Form. A creature that touches the alkilith or
  hits it with a melee attack while within 5 feet of it takes
  9 (2d8) acid damage. Any nonmagical weapon made of
  metal or wood that hits the alkilith corrodes. After
  dealing damage, the weapon takes a permanent
  cumulative - 1 penalty to damage rolls. If its penalty
  drops to -5, the weapon is destroyed. Nonmagical
  ammunition made of metal or wood that hits the
  alkilith is destroyed after dealing damage.
  The alkilith can eat through 2-inch-thick, non magical
  wood or metal in 1 round.
  Spider Climb.
  Spider Climb. The alkilith can climb difficult surfaces,
  including upside down on ceilings, without needing to
  make an ability check.
  Cloudkill Form.
  Cloudkill Form. As an action, the alkilith magically takes
  the form of a choking, toxic cloud. This places the
  effect of gaseous form on it, and inflicts the effects of
  cloudkill on anyone caught inside the cloud (DC 15),
  but doing acid damage.
  Actions
  Multiattack.
  Multiattack. The alkilith makes 4 Pseudopod attacks
  and uses Command Ooze.
  Pseudopod.
  Pseudopod. Melee Weapon Attack: +11 to hit, reach 5
  ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage
  plus 18 (4d8) acid damage. In addition, non magical
  armor worn by the target is partly dissolved and takes a
  permanent and cumulative -1 penalty to the AC it
  offers. The armor is destroyed if the penalty reduces its
  AC to 10
  Command Ooze.
  Command Ooze. An alkilith can control the actions of
  one ooze it can sense within 60 feet (DC 16 Wisdom
  save).
  
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  The sjekraan (pronounced SHAW-krawn) is a fearsome
  predator of the Shadowsea, and only very rarely found
  outside that layer.
  Unlike most of the obyriths, the sjekraa do not resent the
  rise of the tanar'ri. They were never subservient to the
  obyrith princes, not even Dagon, and they have continued
  doing what they have done for aeons: floating through the
  lightless depths of the Shadowsea, consuming any who fall
  into their tendrils.
  A randomly encountered sjekraan has a 11/12 chance to
  be asleep, and a 1/12 chance to be awake.
  Monstrous Jellies
  Monstrous Jellies
  Sjekraa look like enormous translucent jellyfish fifty feet
  wide at the top and dangling for hundreds of feet, and while
  asleep they act exactly like jellyfish. When awake, they drift
  until they find prey, then hunt their prey with a ferocity more
  evocative of orcas than of jellyfish.
  A sjekraan's form is not horrific or madness-inducing like
  those of most obyriths. Rather, it is serene and almost
  peaceful. They wouldn't look very out of place in the
  Material's oceans apart from their immense size.
  Sleeping Horrors
  Sleeping Horrors
  The sjekraa spend most of their time asleep, their mental
  functions suspended. Just as humans continue breathing
  while asleep, a sjekraan continues floating and eating as it
  sleeps, though it is a much more passive predator.
  Ponderous Sages
  Ponderous Sages
  When awake, sjekraa are quite curious and talkative, and may
  even spare those that share with them interesting news,
  gossip, or treasure. Their minds are libraries of knowledge,
  and they will sometimes part with bits and pieces of it for
  magical treasure.
  Middle of the Food Chain
  Middle of the Food Chain
  Even the horrific sjekraa have predators, but the things that
  prey upon the dark jellies are best left unimagined.
  Dreams
  Dreams
  What does a demon older than most of the stars
  dream about? For many, surely it is the things they
  enjoy when awake: food slain in their tendrils, visits
  from other knowledgeable beings to trade
  information, and general destruction. However,
  some dream of things they long for: powerful
  magic items, undersea cities to destroy, or
  mountains of shiny gemstones.
  Sleeping Sjekraan
  Sleeping Sjekraan
  Gargantuan fiend (demon, obyrith), chaotic evil
  Armor Class
  Armor Class 8 (natural armor)
  Hit Points
  Hit Points 390 (20d20 + 180)
  Speed
  Speed 0ft., swim 10 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  28 (+9) 1 (-5) 28 (+9) 25 (+7) 23 (+6) 26 (+8)
  Skills
  Skills Athletics +21, Arcana +19, History +19,
  Perception +12
  Saving Throws
  Saving Throws Str +15, Dex +1, Con +15
  Damage Resistances
  Damage Resistances all, see Sleeping
  Damage Immunities
  Damage Immunities necrotic, poison
  Condition Immunities
  Condition Immunities blinded, charmed, deafened,
  frightened, poisoned, prone, unconscious
  Senses
  Senses blindsight 240 ft. (blind beyond this radius),
  passive Perception 22
  Languages
  Languages Abyssal, telepathy 120 ft.
  Challenge
  Challenge 17 (18,000 XP)
  Sleeping.
  Sleeping. The sjekraan has resistance to all damage and
  can take no actions. If it drops below half heath, it
  wakes up (go to the entry for "Sjekraan", but start at
  half health). The act of waking up ends all negative
  conditions on the sjekraan.
  Magic Resistance.
  Magic Resistance. The sjekraan has advantage on saves
  against spells and other magical effects.
  Translucent.
  Translucent. Even when the sjekraan is in plain sight, it
  takes a successful DC 15 Wisdom (Perception) check
  to spot a sjekraan. In the lightless depths of the
  Shadowsea, all creatures have disadvantage on this
  check. A creature that tries to enter the sjekraan's
  space while unaware of the sjekraan is surprised by the
  sjekraan.
  Dreaming.
  Dreaming. Any creature that starts its turn within 120
  feet or comes within that radius for the first time on a
  turn suffers hallucinations. All affected creatures must
  make an DC 20 Intelligence saving throw. On a
  success, the visions are recognized as just that. On a
  failure, they seem completely real. If the visions harm a
  target who believes they are real (acting on the
  sjekraan's turn), the afflicted creature takes 45 (7d12)
  psychic damage. A creature can use its action to make
  an Investigation check against the DC to try to
  disbelieve them.
  Stinging Tendrils.
  Stinging Tendrils. Any creature passing through the
  sjekraan's space or starting its turn there takes 50
  (20d4) piercing damage and must make a DC 23
  Constitution saving throw. On a failure, the creature
  suffers the effects of one of the venoms in the
  sjekraan's body (see sidebar). On a success, it takes
  half damage and no additional effects.
  Regeneration.
  Regeneration. The sjekraan regains 30 hit points at the
  start of its turn. If the sjekraan takes radiant or lightning
  damage, this trait doesn't function at the start of the
  sjekraan's next turn. The sjekraan dies only if it starts
  its turn with 0 hit points and doesn't regenerate.
  
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  Roll
  Roll Venom Description
  Venom Description
  1-3 110 (20d10) poison damage and is paralyzed for the
  next minute (it can repeat the save at the end of each
  of its turns).
  4 99 (18d10) radiant damage and is blinded for the
  next minute.
  5 110 (17d12) necrotic damage and cannot regain hit
  points by any means for the next minute.
  6 125 (50d4) slashing damage and the target is
  incapacitated for the next minute (it can repeat the
  save at the end of each of its turns).
  7 104 (24d8) acid damage and the target cannot make
  weapon attacks for the next minute (it can repeat the
  save at the end of each of its turns). If the target is
  slain by this damage it immediately rises as an aquatic
  alkilith.
  8 105 (30d6) psychic damage and the target cannot
  cast spells or use psionic powers for the next minute
  (it can repeat the save at the end of each of its turns).
  9 140 (40d6) poison damage and the target is
  poisoned for one hour.
  10 No damage, but the target is dominated (as dominate
  monster) by the sjekraan until the effect is broken.
  The venom of the sjekraa is unpredictable, unstable, and
  notoriously hard to harvest. It is a DC 30 Dexterity check
  (proficiency in poisoner's kit applies) to harvest this venom,
  and it decays to putrid goo within 24 hours.
  Venom types
  Venom types
  Whenever a creature suffers the effects of sjekraan
  venom, roll a d10 and consult the adjacent table.
  Sjekraan
  Sjekraan
  Gargantuan fiend (demon, obyrith), chaotic evil
  Armor Class
  Armor Class 13 (natural armor)
  Hit Points
  Hit Points 390 (20d20 + 180)
  Speed
  Speed 0ft., swim 20 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  28 (+9) 10 (0) 28 (+9) 25 (+7) 23 (+6) 26 (+8)
  Skills
  Skills Athletics +23, Arcana +21, History +21,
  Perception +13
  Saving Throws
  Saving Throws Str +15, Dex +1, Con +15
  Damage Resistances
  Damage Resistances cold, fire; bludgeoning, piercing,
  and slashing from nonmagical weapons
  Damage Immunities
  Damage Immunities necrotic, poison
  Condition Immunities
  Condition Immunities blinded, deafened, poisoned,
  prone
  Senses
  Senses blindsight 240 ft., truesight 120 ft., passive
  Perception 23
  Languages
  Languages Abyssal, telepathy 120 ft.
  Challenge
  Challenge 23 (50,000 XP)
  Burst of Speed (Recharge 4-6).
  Burst of Speed (Recharge 4-6). The sjekraan can take the
  Dash action as a bonus action, and its speed is tripled
  instead of doubled when Dashing.
  Magic Resistance.
  Magic Resistance. The sjekraan has advantage on saves
  against spells and other magical effects.
  Translucent.
  Translucent. Even when the sjekraan is in plain sight, it
  takes a successful DC 15 Wisdom (Perception) check
  to spot a sjekraan. In the lightless depths of the
  Shadowsea, all creatures have disadvantage on this
  check. A creature that tries to enter the sjekraan's
  space while unaware of the sjekraan is surprised by the
  sjekraan.
  Stinging Tendrils.
  Stinging Tendrils. Any creature passing through the
  sjekraan's space or starting its turn there takes 50
  (20d4) piercing damage and must make a DC 23
  Constitution saving throw. On a failure, the creature
  suffers the effects of one of the venoms in the
  sjekraan's body (see sidebar). On a success, it takes
  half damage and no additional effects.
  Bioluminescence.
  Bioluminescence. As a bonus action, the sjekraan can
  make its lure glow, or alternatively stop glowing. This
  provides 15 feet of dim light around it, but can be seen
  from 600 feet away.
  Regeneration.
  Regeneration. The sjekraan regains 30 hit points at the
  start of its turn. If the sjekraan takes radiant or lightning
  damage, this trait doesn't function at the start of the
  sjekraan's next turn. The sjekraan dies only if it starts
  its turn with 0 hit points and doesn't regenerate.
  Grasping Tendrils:
  Grasping Tendrils: The sjekraan can have up to twenty
  tendrils at a time. Each tendril can be attacked (AC 20;
  30 hit points; immunity to necrotic, poison and
  psychic damage). Destroying a tendril deals no damage
  to the sjekraan, which can extrude a replacement
  tendril on its next turn. A tendril can also be broken if a
  creature takes an action and succeeds on a DC 25
  Strength check against it.
  Actions
  Multiattack:
  Multiattack: The sjekraan makes six attacks with its
  tendrils, uses Reel, and can use Disjoin if it's availible.
  Tendril.
  Tendril. Melee Weapon Attack: +15 to hit, reach 120ft.,
  one creature. Hit The target is grappled (escape DC
  33). Until the grapple ends, the target is restrained and
  has disadvantage on Strength checks and Strength
  saving throws, and the sjekraan can't use the same
  tendril on another target.
  Reel.
  Reel. The sjekraan pulls each creature grappled by it up
  to 60 ft. in any direction (usually straight towards it.)
  Disjoin (Recharge 6).
  Disjoin (Recharge 6). All ongoing magical effects within
  120 feet of the sjekraan end. Magic items and the
  benefits they provide are unaffected.
  
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  Believed to be the unholy children of Obox-ob and Pale Night,
  these two-headed freaks enter tanar'ri society to weaken it
  from the inside. They're fond of luring well-meaning
  adventurers to destroy their non-obyrith enemies, or of acting
  as advisors to demon lords to leave them astray.
  Dark Cunning
  Dark Cunning
  The bilithiex is a response to the increasing subtlety of much
  of demonkind, and the fact that the obyriths can no longer
  simply overrun their enemies. Brilliant, astute, and extremely
  persuasive, these creatures derive no greater pleasure than
  seeing a fortress fall through its leaders' foolishness.
  Bilithiex
  Bilithiex
  Small fiend (demon, obyrith, shapechanger), chaotic
  evil
  Armor Class
  Armor Class 16 (natural armor)
  Hit Points
  Hit Points 36 (8d4+16)
  Speed
  Speed 30 ft., crawl 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  3 (-4) 18 (+4) 12 (+2) 20 (+5) 18 (+4) 24 (+7)
  Saving Throws
  Saving Throws Con +4, Int +7, Wis +6, Cha +9
  Skills
  Skills Deception +11, Investigation +9, Insight +8,
  Persuasion +11
  Damage Immunities
  Damage Immunities poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses truesight 120 ft., passive Perception 14
  Languages
  Languages all, telepathy 120 ft.
  Challenge
  Challenge 3 (1,100 XP)
  Mask of True Lies.
  Mask of True Lies. The bilithiex is immune to abilities
  that allows other creatures to read its thoughts,
  determine whether it is lying, know its alignment, or
  know its creature type. No abilities can perceive a
  bilithiex's true form, not even truesight. Detect magic
  and similar abilities do not detect its shapechanging as
  magical. Additionally, no matter what it says, any magic
  always declares it is telling the truth unless the bilithiex
  wishes otherwise.
  Shapechanger.
  Shapechanger. The bilithiex can use its action to
  polymorph into a form that resembles any demon of
  CR 5 or lower or a Small or Medium humanoid, or back
  into its true form. Its statistics are the same in each
  form, apart from its size. Any equipment it is wearing
  or carrying is transformed along with it. It does not
  revert to its true form if it dies.
  Innate Spellcasting.
  Innate Spellcasting. The bilithiex's spellcasting ability is
  Charisma (+9 to hit, spell save DC 17). The bilithiex
  can innately cast the following spells, requiring no
  material components:
  At will: friends, dancing lights, minor illusion, message,
  guidance, feign death, sending, eldritch blast,
  prestidigitation, mage hand (the hand is invisible),
  nondetection (self only)
  1/day: expeditious retreat, crown of madness, silence
  Actions
  Disintegrating Glare.
  Disintegrating Glare. The bilithiex targets one creature it
  can see within 30 feet of it. The target must succeed
  on a DC 12 Constitution saving throw against this
  magic or take 7 (2d6) force damage. A creature
  reduced to 0HP by this damage is disintegrated (as the
  spell). The save DC is Constitution-based.
  Invisibility.
  Invisibility. The bilithiex magically turns invisible until it
  attacks, casts a spell, or uses its Disintegrating Glare, or
  until its concentration ends (as if concentrating on a
  spell). Any equipment the bilithiex wears or carries is
  invisible with it.
  Weird Investigation.
  Weird Investigation. The bilithiex targets one creature it
  can see within 30 feet of it. The target must contest its
  Charisma (Deception) check against the bilithiex's
  Intelligence (Investigation) check. If the bilithiex wins,
  it magically learns one fact or secret about the target.
  The target automatically wins if it is immune to being
  charmed
  
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  Dagon
  Dagon
  Gargantuan fiend (demon, obyrith), chaotic evil
  Armor Class
  Armor Class 20 (natural armor)
  Hit Points
  Hit Points 350 (20d20 + 140)
  Speed
  Speed 20 ft., swim 90 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  30 (+10) 14 (+2) 25 (+7) 24 (+7) 20 (+5) 20 (+5)
  Skills
  Skills Arcana +15, Perception +13, History +23
  Saving Throws
  Saving Throws Str +18, Dex +10, Con +15, Int +15, Wis
  +13, Cha +13
  Damage Resistances
  Damage Resistances acid, fire, lightning
  Damage Immunities
  Damage Immunities cold, poison; bludgeoning,
  piercing, and slashing from nonmagical attacks
  Condition Immunities
  Condition Immunities charmed, frightened, poisoned,
  paralyzed
  Senses
  Senses truesight 120 ft., passive Perception 23
  Languages
  Languages all, telepathy 120 ft.
  Challenge
  Challenge 25 (4587 XP)
  Legendary Resistance (3/Day).
  Legendary Resistance (3/Day). If Dagon fails a saving
  throw, he can choose to succeed instead.
  Amphibious.
  Amphibious. Dagon can breathe air and water.
  Freedom of Movement.
  Freedom of Movement. Dagon ignores difficult terrain,
  and magical effects can’t reduce his speed or cause it
  to be restrained. He can spend 5 feet of movement to
  escape from nonmagical restraints or being grappled.
  Regeneration.
  Regeneration. Dagon regains 20 hit points at the start
  of his turn if he has at least 1 hit point remaining.
  Innate Spellcasting.
  Innate Spellcasting. Dagon's spellcasting ability is
  Charisma (spell save DC 20). Dagon can innately cast
  the following spells, requiring no material components:
  At will: control water, hunger of Hadar, dispel magic,
  Evard's black tentacles, maelstrom, water breathing
  Form of Madness.
  Form of Madness. Any creature within 120 feet of
  Dagon must succeed on a DC 21 Wisdom saving
  throw. Success renders the creature immune to his
  Form of Madness for 24 hours. Failure indicates the
  creature develops an overwhelming fear of the ocean
  and its depths. As long as the ocean is in sight, the
  creature is distracted with fear and has disadvantage on
  Perception checks, initiative rolls. It also has disvantage
  on attack rolls against creatures with a natural swim
  speed. This lasts until cured by heal, greater
  restoration, or wish. Demons are immune to this effect.
  Reactive.
  Reactive. Dagon can take one reaction on every turn in
  combat.
  Actions
  Multiattack.
  Multiattack. Dagon makes three tentacle attacks.
  Tentacle.
  Tentacle. Melee Weapon Attack: +18 to hit, reach 30
  ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage,
  and the target is grappled (escape DC 18). Until this
  grapple ends, the target is restrained. Dagon has
  however many tentacles you decide he should.
  Tentacle Claw.
  Tentacle Claw. Melee Weapon Attack: +18 to hit, reach
  40 ft., one target. Hit: 15 (2d4 + 10) piercing damage,
  and the target must succeed on a DC 23 Constitution
  saving throw or be poisoned for 1 minute. It is
  incapacitated while poisoned in this way, and it can
  repeat the save at the start of each of its turns, ending
  the effect on a success.
  Bite.
  Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one
  target. Hit: 23 (3d8 + 10) piercing damage. If the
  target is a Large or smaller creature grappled by Dagon,
  that creature is swallowed, and the grapple ends. While
  swallowed, the creature is blinded and restrained, it has
  total cover against attacks and other effects outside
  Dagon, and it takes 42 (12d6) acid damage at the start
  of each of Dagon’s turns. If Dagon takes 50 damage or
  more on a single turn from a creature inside it, Dagon
  must succeed on a DC 25 Constitution saving throw at
  the end of that turn or regurgitate all swallowed
  creatures, which fall prone in a space within 10 feet of
  him. If he dies, a swallowed creature is no longer
  restrained by it and can escape from the corpse using
  15 feet of movement, exiting prone.
  Doomsong (1/day).
  Doomsong (1/day). Dagon can create a hypnotic,
  rumbling song that can lure nearby creatures to his
  location. Every creature within 300 feet must make a
  DC 23 Wisdom saving throw against this magic.
  Dagon’s doomsong is as much sonic as a charm, so a
  creature must both be immune to being charmed and
  either immune to thunder damage or deafened.
  On a failure, the creature becomes hypnotized by the
  song and can do nothing but attempt to reach the
  source of the song by whatever means possible.
  Hazardous environments are ignored—an air-breathing
  creature blissfully walks into the ocean to reach Dagon
  if it succumbs to this effect. Once a creature reaches
  Dagon, it stands motionless before the demon,
  listening quietly to the song. This effect is more
  powerful than his Form of Madness, and creatures
  affected by both still follow his doomsong.
  This effect lasts 1 minute, or until Dagon's
  concentration ends (as if concentrating on a spell).
  Legendary Actions
  Dagon can take 3 legendary actions, choosing from the
  options below. Only one legendary action option can
  be used at a time, and only at the end of another
  creature’s turn. Dagon regains spent legendary actions
  at the start of his turn.
  Tentacle Attack.
  Tentacle Attack. Dagon makes one tentacle attack or
  tentacle claw attack.
  Swim.
  Swim. If he's in water, Dagon moves up to his speed.
  He does not provoke attacks of opportuniy while
  moving in this way.
  Dispel Magic (Costs 2 Actions).
  Dispel Magic (Costs 2 Actions). Dagon casts dispel
  magic.
  
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  Dagon, the Prince of the Darkened Depths, is feared by all
  those who sail the seas, for they know he is always hungr
  If a creature goes mad within sight of him, roll on the
  adjacent table. This is in addition to his Form of Madness.
  Madness of Dagon
  Madness of Dagon
  d100
  d100
  result
  result Flaw (lasts until cured)
  Flaw (lasts until cured)
  01-
  20
  "I know secrets that no one else does and only
  share them for worthy sacrifices of treasure or
  food."
  21-
  40
  "I love being in water, especially seawater. I am safe
  there. Dry land is horribly dangerous."
  41-
  60
  "Lights in the dark are signs of warmth, food, and
  safety. I always go towards them, no matter what
  anyone says."
  64-
  80
  "I will never die. I will outlast everyone else in the
  multiverse through my cunning, might, and
  wisdom."
  81-
  99
  "I refuse to enter into entangling alliances or
  pointless rivalries. I am strongest alone."
  00 "I have gills."
  Alternative Writeup
  Alternative Writeup
  Dagon is a kraken with the following modifications:
  He is a Garguantuan fiend (demon, obyrith).
  He speaks all languages and has telepathy 120 ft.
  Skills Athletics +17, Arcana +13, Perception +11, History
  +20
  Damage Resistances acid, fire, lightning
  Damage Immunities cold, poison; bludgeoning, piercing,
  and slashing from nonmagical attacks
  Condition Immunities charmed, frightened, paralyzed,
  poisoned
  He has the following traits:
  Legendary Resistance (3/Day). If Dagon fails a saving
  throw, he can choose to succeed instead.
  Magic Resistance. Dagon has advantage on saving throws
  against spell and other magic effects.
  Regeneration. Dagon regains 20 hit points at the start of
  his turn if he has at least 1 hit point remaining.
  Innate Spellcasting. Dagon's spellcasting ability is
  Charisma (spell save DC 20). Dagon can innately cast the
  following spells, requiring no material components:
  At will: control water, darkness, dispel magic, maelstrom,
  tidal wave, water breathing
  3/day: Abi Dalzim's horrid wilting, tsunami
  He loses the Lightning Storm action and gains the
  following action options:
  Teleport. Dagon magically teleports, along with any
  equipment he is wearing or carrying, up to 120 feet to an
  unoccupied space he can see.
  Doomsong (1/day). Dagon can create a hypnotic, rumbling
  song that can lure nearby creatures to his location. Every
  creature within 300 feet must make a DC 22 Wisdom saving
  throw against this magic. Dagon’s doomsong is as much
  sonic as a charm, so a creature must both be immune to
  being charmed and either immune to thunder damage or
  deaf.
  On a failure, the creature becomes hypnotized by the song
  and can do nothing but attempt to reach the source of the
  song by whatever means possible. Hazardous environments
  are ignored—an air-breathing creature blissfully walks into
  the ocean to reach Dagon if it succumbs to this effect. Once a
  creature reaches Dagon, it stands motionless before the
  demon, listening quietly to the song.
  This effect lasts 1 minute, or until Dagon's concentration
  ends (as if concentrating on a spell).
  
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  Skinwalkers are the cause of many stories of the woods going
  quiet, or of awful, terrifying shrieks. Although they are
  relatively nonviolent, nearly all creatures seem to have an
  instinctive fear of them. Nothing preys on skinwalkers, not
  even creatures twenty times deadlier, and their prescence
  deadens the woods.
  Skinwalker
  Skinwalker
  Large monstrosity (shapechanger), neutral
  Armor Class
  Armor Class 15 (natural armor)
  Hit Points
  Hit Points 75 (6d10 + 42)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  14 (+2) 15 (+2) 25 (+7) 10 (+0) 12 (+1) 14 (+2)
  Skills
  Skills Intimidation +6
  Damage Vulnerabilities
  Damage Vulnerabilities piercing and slashing from
  weapons that are coated in white ash
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons that aren't
  coated in white ash
  Senses
  Senses darkvision 60 ft., passive Perception 11
  Languages
  Languages None (see Mimicry)
  Challenge
  Challenge 3 (3410 XP)
  Shapechanger.
  Shapechanger. The skinwalker can use its action to
  polymorph into a Tiny, Small, Medium, or Large
  humanoid or beast it has seen, or back into its true
  form (an animal-skull-headed large creature seemingly
  composed of sticks). Its statistics, other than its size,
  are the same in each form. Any equipment it is wearing
  or carrying isn't transformed. It reverts to its true form
  if it dies.
  Imperfect Disguise.
  Imperfect Disguise. Though skinwalkers can look and
  sound like humanoids and animals, they have difficulty
  getting the cadence of speech or the fluidity of
  movement right. All Deception checks made to mimic
  a phrase or gesture are made with disadvantage. Failed
  mimicked gestures look herky-jerky, too fast, or too
  slow, and failed mimicked phrases sound like the
  skinwalker is trying to speak for the first time, just with
  someone else's voice.
  Mimicry.
  Mimicry. The skinwalker can mimic any phrase it has
  heard, and any gesture it has seen, though it does not
  automatically understand the meaning of either. While
  in the guise of a humanoid, its voice sounds like that of
  the humanoid they are taking the form of. If it tries to
  mimic a phrase in animal form, its voice sounds wrong,
  like that of a cat trying to speak. It is impossible to
  mistake this version of the voice with a normal
  humanoid voice, and any Deception checks made to
  pass it off as such automatically fail.
  Uncanny Speed.
  Uncanny Speed. If no sentient (Intelligence over 4)
  creature within 60 feet is currently observing the
  skinwalker, it can take the Dash action as a bonus
  action, and its speed is quadrupled when Dashing in
  this way.
  Actions
  Strike.
  Strike. Melee Weapon Attack: +4 to hit, reach 5ft., one
  target. Hit 9 (2d6 + 2) bludgeoning, piercing, or
  slashing damage, depending on the skinwalker's
  current form and appropriate natural weapons. If the
  skinwalker is in a Small or Medium form, this damage
  decreases to 5 (1d6+2).
  Shriek.
  Shriek. As an action, a skinwalker can emit a terrifying,
  otherworldly shriek that activates the primal flight
  response in all creatures that hear it. All creatures
  within 300 feet of the skinwalker that hear its shriek
  must make a successful DC 19 Wis saving throw or be
  frightened for 1 minute. While frightened, the creature
  must move away from the skinwalker as rapidly as
  possible. If the creature ends its turn in a location
  where it doesn’t have line of sight to the skinwalker,
  the creature can make another Wisdom saving throw.
  On a successful save, the effect ends for that creature.
  After successfully saving against this ability, the
  creature is immune to the shriek ability of all
  skinwalkers for the next 24 hours.
  
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  These deadly cousins to skinwalkers are far more sinister.
  While skinwalkers are generally content to terrify interlopers
  away from their territory, fleshgaits prey upon humanoids
  and lure more into their territory to gain new bodies.
  Fleshgait
  Fleshgait
  Medium monstrosity, neutral evil or chaotic evil
  Armor Class
  Armor Class 16 (natural armor)
  Hit Points
  Hit Points 39 (6d8 + 12)
  Speed
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  14 (+2) 18 (+4) 13 (+1) 15 (+2) 12 (+1) 21 (+5)
  Skills
  Skills Deception +9
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical weapons that aren't
  coated in white ash
  Senses
  Senses darkvision 60 feet., passive Perception 11
  Languages
  Languages Common, and see Consume
  Challenge
  Challenge 3 (3410 XP)
  Shapechanger.
  Shapechanger. The fleshgait can use its action to
  polymorph into a Tiny, Small, or Medium beast it has
  seen, or back into its true form (a pale, thin, sharp-
  fanged humanoid with huge eyes and clawed arms
  reaching its knees). Its statastics, other than its size,
  are the same in each form. Any equipment it is wearing
  or carrying isn't transformed. It reverts to its true form
  if it dies.
  Consume.
  Consume. Over the course of a minute, a fleshgait can
  consume all organic matter of a dead or unconscious
  humanoid. It can optionally choose to leave the skin
  unharmed, which it can then wear (though bruises will
  be visible on the skin). The fleshgait learns the
  languages the victim knew in life, and while wearing its
  skin, can mimic the creature's voice perfectly.
  Twitch Reflexes.
  Twitch Reflexes. The fleshgait has an inhumanely fast
  body and mind. It has advantage on initiative checks
  and it can take two actions each turn.
  Loner Hunter.
  Loner Hunter. If the fleshgait hits a target who has no
  allies within 60 feet, the target takes an extra 14 (4d6)
  damage from the attack.
  Mimicry.
  Mimicry. The fleshgait can mimic any noise it has heard
  a creature say (wolf howl, lion roar, etc.).
  Actions
  Strike.
  Strike. Melee Weapon Attack: +6 to hit, reach 5ft., one
  target. Hit 6 (1d4 + 4) bludgeoning, piercing, or
  slashing damage, depending on the fleshgait's current
  form and appropriate natural weapons.
  
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  The wendigo has no relation to either the fleshgait or the
  skinwalker, but they are confused often enough they are
  grouped together.
  Wendigo
  Wendigo
  Large fey, chaotic evil
  Armor Class
  Armor Class 15 (natural armor)
  Hit Points
  Hit Points 127 (17d10 + 34)
  Speed
  Speed 0 ft., fly 60 ft. (hover)
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  18 (+4) 12 (+1) 14 (+2) 10 (+0) 19 (+4) 7 (-2)
  Skills
  Skills Perception +7, Stealth +7, Survival +10
  Saves
  Saves Constitution +5
  Damage Vulnerabilities
  Damage Vulnerabilities fire
  Damage Immunities
  Damage Immunities cold; bludgeoning, piercing and
  slashing from nonmagical weapons that aren't hot
  enough to glow (1100 F)
  Condition Immunities
  Condition Immunities charmed, exhaustion, grappled,
  paralyzed, petrified, poisoned, prone, restrained
  Senses
  Senses darkvision 300 ft., passive Perception 17
  Languages
  Languages Common, Sylvan
  Challenge
  Challenge 7 (4853 XP)
  Icy Incorporeal Movement.
  Icy Incorporeal Movement. The wendigo can move
  through other creatures and objects as if they were
  difficult terrain. It takes 5 (1d10) force damage if it
  ends its turn inside an object. Any creature it moves
  through takes 5 (1d10) cold damage.
  Heat Anathema.
  Heat Anathema. The wendigo cannot willingly approach
  closer than 20 feet to any exposed flame, and it cannot
  target a creature in this protected area with Frostbite.
  Additionally, the wendigo cannot willingly enter any
  region with a temperature above freezing.
  Sunlight Sensitivity.
  Sunlight Sensitivity. While in sunlight, the wendigo has
  disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Cold Absorption.
  Cold Absorption. Whenever the wendigo is subjected to
  cold damage, it takes no damage and regains a number
  of hit points equal to the cold damage dealt.
  Innate Spellcasting.
  Innate Spellcasting. The wendigo's innate spellcasting
  ability is Wisdom (spell save DC 15). It can innately
  cast the following spells, requiring no material
  components:
  At will: gust, frostbite
  1/day: gust of wind, sleet storm
  Actions
  Multiattack.
  Multiattack. The wendigo makes two claw attacks.
  Claw.
  Claw. Melee Weapon Attack: +7 to hit, reach 10ft., one
  target. Hit 13 (2d8 + 4) slashing damage.
  Hunger (Recharges on a Long Rest).
  Hunger (Recharges on a Long Rest). The wendigo targets
  one creature within 60 feet that it can see. This
  creature must make a DC 15 Constitution saving throw
  or gain 1d4 levels of exhaustion. These levels of
  exhaustion vanish after the creature has a full day of
  normal eating.
  
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  Bog Imp
  Bog Imp
  Small fey, lawful evil
  Armor Class
  Armor Class 17 (natural armor)
  Hit Points
  Hit Points 38 (7d6 + 14)
  Speed
  Speed 30 ft., burrow 60 ft., swim 30 ft. (see Liquid
  Burrow)
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  8 (-1) 21 (+5) 15 (+2) 12 (+1) 15 (+2) 12 (+1)
  Skills
  Skills Stealth +8
  Damage Resistances
  Damage Resistances bludgeoning, piercing, and
  slashing from nonmagical attacks
  Damage Immunities
  Damage Immunities acid, poison
  Condition Immunities
  Condition Immunities paralyzed, poisoned, unconscious
  Senses
  Senses passive Perception 11
  Languages
  Languages Common, Elven, Sylvan
  Challenge
  Challenge 5 (2811 XP)
  Stagnate.
  Stagnate. Any nonmagical liquids that come within 60
  feet of a bog imp immediately stagnate. This effect
  renders water, wine, milk, and other liquids nonpotable;
  anyone who drinks them must succeed on a DC 13
  Constitution save or be poisoned for 1d4 hours. A
  creature poisoned in this way is incapacitated. This
  ability has no effect on potions. The save DC is
  Constitution-based.
  Fey Nature.
  Fey Nature. The bog imp has advantage against being
  charmed.
  Sink.
  Sink. With a simple glance (no action required), the bog
  imp can cause anyone standing on or in water, mud, or
  any other nonsolid surface to sink. This ability
  functions within 60 feet. A successful DC 13 Wisdom
  save negates the attack and renders the target immune
  to the sink attack of that particular bog imp for 24
  hours. The save DC is Wisdom-based.
  If the save fails, the target is dragged beneath the
  surface by a spectral force; this takes 1 full round, plus
  1 additional round per point of the target’s Strength
  bonus, if any. Once beneath the surface, the target is
  subject to drowning (standard drowning rules apply). A
  target can be rescued if aided by another who
  succeeds on a DC 23 Strength check, but this simply
  begins the process over again. The effect ends instantly
  if the bog imp is slain, if the target is placed on solid
  stone or lifted 5 feet or more above the surface of the
  bog, or if the target moves out of range (more than 60
  feet away from the bog imp).
  If an elf (and only an elf) drowns in this manner, he
  does not truly die. Rather, he remains in a form of
  stasis beneath the swamp, pickling and shriveling over
  the course of thirteen days. When that period ends, the
  elf becomes a new bog imp. He has an instinctive
  understanding of the laws of his clutch and a lawful evil
  alignment. He remembers little, if anything, of his past
  life.
  Amphibious.
  Amphibious. The bog imp can breathe air and water.
  Code of Law.
  Code of Law. Every clutch of bog imps has a code of
  behavior they must follow. A bog imp who violates that
  code of law cannot use its sink ability and it loses its
  immunities and resistances.
  Swamp Camoflauge.
  Swamp Camoflauge. The bog imp has advantage on
  Dexterity (Stealth) checks made to hide in swampy
  terrain.
  Liquid Burrow.
  Liquid Burrow. When moving through stagnant, slime-
  filled water or other liquids more viscous than clear
  water, a bog imp can use its burrow speed in place of
  its swim speed.
  Actions
  Multiattack.
  Multiattack. The bog imp makes two claw attacks.
  Claw.
  Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one
  target. Hit 5 (1d4 + 5) slashing damage, and if the
  target is a creature, it must succeed on a DC 13
  Constitution save or be poisoned for 2d4 minutes.
  
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  Blinkers lurk in caves, preying upon those that pass them.
  They can be reasoned with only when injured; when
  uninjured, they are far too prideful to seek peace talks. Many
  of them go for months without sustaining a single point of
  damage, so when they do, they may flee.
  Blinkers attack out of hunger, not malice, and only the most
  starved ones attack beings they know to be sentient, whether
  out of morality or recognition that sentient beings tend to be
  a lot of trouble to hunt.
  Greater Blinkers. Some blinkers are even deadlier
  predators. They do 2d6 or even 3d6 attacks, but only very few
  have more hit points. Many of these can also choose who to
  attack, not having to rely on the hands of fate.
  Thumpers are herbivorous mountain-dwellers. They are ill-
  tempered and highly territorial, but if raised from birth can be
  trained as mounts. Hobgoblins sometimes employ them as
  cavalry, protecting foot soldiers from hails of arrows.
  Blinker
  Blinker
  Medium aberration, chaotic neutral
  Armor Class
  Armor Class 21 (natural armor)
  Hit Points
  Hit Points 35 (10d8-10)
  Speed
  Speed 30ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  4 (-3)
  28 (+9)
  8 (-1)
  14 (+2)
  7 (-2)
  6 (-2)
  Skills
  Skills Arcana +4, Stealth +11
  Damage Immunities
  Damage Immunities force
  Senses
  Senses blindsight 30 ft., passive Perception 8
  Languages
  Languages Deep Speech
  Challenge
  Challenge 4 (3222 XP)
  Blinking.
  Blinking. Roll a d20 at the end of each of the
  blinker's turns. On a roll of 11 or higher, it vanishes
  from its current plane of existence and appears in
  the Ethereal Plane. At the start of its next turn, it
  returns to an unoccupied space of its choice that it
  can see within 10 feet of the space it vanished
  from. If no unoccupied space is available within
  that range, it appears in the nearest unoccupied
  space (chosen at random if more than one space is
  equally near). It can pause this effect, staying on the
  Ethereal or Material as long as it wants.
  Evasion.
  Evasion. When the blinker is subjected to an effect
  that allows it to make a Dexterity saving throw to
  take only half damage, it instead takes no damage if
  it succeeds on the saving throw, and only half
  damage if it fails.
  Actions
  Multiattack.
  Multiattack. The blinker makes 1d6 Blink Strikes at
  random non-allied targets within 30 feet. It can use
  its Teleport before each attack if it teleports to
  within 5 feet of the creature it's attacking.
  Teleport.
  Teleport. The blinker teleports 60 feet.
  Blink Strike.
  Blink Strike. Melee Weapon Attack: +11 to hit, reach
  5ft., one target. Hit 11 (1d4 + 9) slashing.
  Reactions
  Reactive Teleport.
  Reactive Teleport. In response to taking damage, the
  blinker teleports 60 feet.
  Thumper
  Thumper
  Large monstrosity, unaligned
  Armor Class
  Armor Class 11 (natural armor)
  Hit Points
  Hit Points 113 (14d10+42)
  Speed
  Speed 40ft., climb 20 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  17 (+3) 8 (-2) 17 (+3) 3 (-4) 13 (+1)
  5 (-3)
  Damage Immunities
  Damage Immunities thunder
  Condition Immunities
  Condition Immunities deafened
  Senses
  Senses tremorsense 30ft., passive Perception 11
  Languages
  Languages --
  Challenge
  Challenge 4 (5965 XP)
  Pressure Field.
  Pressure Field. As a bonus action, the thumper can
  create a wave of high pressure around itself that
  lasts until the start of its next turn. While raised, any
  physical projectile that passes within 20 feet of the
  thumper automatically misses its target.
  Sure-Footed.
  Sure-Footed. The thumper has advantage on
  Strength and Dexterity saving throws made against
  effects that would knock it prone.
  Concussive Innards.
  Concussive Innards. A creature that deals damage to
  the thumper with a melee attack while within 5 feet
  of it is pushed 5 feet away.
  Charge.
  Charge. If the thumper moves at least 20 ft. straight
  toward a target and then hits it with a ram attack on
  the same turn, the target takes an extra 9 (2d8)
  bludgeoning damage. If the target is a creature, it
  must succeed on a DC 13 Strength saving throw or
  be pushed 10 feet away and knocked prone.
  Actions
  Ram.
  Ram. Melee Weapon Attack: +5 to hit, reach 5ft.,
  one target. Hit 16 (3d8 + 3) bludgenonig damage
  plus 9 (2d8) thunder damage.
  Pressure Spike (Recharge 5-6).
  Pressure Spike (Recharge 5-6). All creatures within
  30 feet of the thumper must make a DC 13
  Constitution saving throw or take 22 (4d10)
  thunder damage and be pushed 30 feet away, or
  half damage and 15 feet away on a successful save.
  This can be heard from up to 600 feet away, and is
  the "thump" which the thumper is named for.
  
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  Although they do not need to hunt to eat, the green thirsters
  find the taste of living beings infinitely more enjoyable than
  conjured sustenance. Individual thirsters develop specific
  tastes, and actively hunt their preferred prey.
  Green thirsters are almost always found in forests, though
  there is a rare chthonic variety that is grey-colored, smaller,
  and more psionically inclined than the forest breed.
  Varient: Gray Thirster
  Varient: Gray Thirster
  A subterranean variety of green thirster, these
  creatures gain the following action option:
  Psychic Crush.
  Psychic Crush. The gray thirster targets one
  creature that it can sense within 60 feet of it. The
  target must make a DC 13 Intelligence saving
  throw, taking 14 (4d6) psychic damage on a failed
  save, or half as much damage on a successful one.
  Green Thirster
  Green Thirster
  Large aberration, chaotic neutral
  Armor Class
  Armor Class 16 (natural armor)
  Hit Points
  Hit Points 104 (16d10+16)
  Speed
  Speed 10ft., climb 40 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  14 (+2) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 6 (-2)
  Saving Throws
  Saving Throws Con +4
  Skills
  Skills Acrobatics +6, Investigation +5, Stealth +9
  Damage Immunities
  Damage Immunities acid
  Senses
  Senses darkvision 60 ft., blindsight 60 ft., passive
  Perception 12
  Languages
  Languages Common, Sylvan, Deep Speech
  Challenge
  Challenge 6 (7809 XP)
  Spider Climb.
  Spider Climb. The green thirster can climb difficult
  surfaces, including upside down on ceilings,
  without needing to make an ability check.
  X-Ray Vision.
  X-Ray Vision. The green thirster can see through
  objects within 60 feet.
  Innate Spellcasting (Psionics).
  Innate Spellcasting (Psionics). The green thirster's
  innate spellcasting ability is Intelligence (spell save
  DC 13). It can innately cast the following spells,
  requiring no components:
  At will: detect magic, dancing light, identify,
  phantasmal force
  1/day: create food and water, pass without trace
  Acid Blood.
  Acid Blood. A creature that deals damage to the
  green thirster with a melee attack while within 5
  feet of it takes 7 (2d6) acid damage.
  Assassinate.
  Assassinate. The green thirster has advantage on
  attack rolls against any creature that hasn't taken a
  turn in the combat yet. In addition, any hit it scores
  against a creature that is surprised is a critical hit.
  Actions
  Multiattack.
  Multiattack. The green thirster attacks twice with
  Leg Spear or Liquidate, or once with both.
  Leg Spear.
  Leg Spear. Melee Weapon Attack: +6 to hit, reach
  10ft., one target. Hit 12 (2d8 + 3) piercing damage
  and the target is grappled (escape DC 13).
  Liquidate.
  Liquidate. The green thirster pumps enzymes into
  one creature grappled by it. The target creature
  must make a DC 12 Constitution saving throw or
  take 21 (6d6) acid damage, or half on a successful
  save. The green thirster regains hit points equal to
  the damage done.
  
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  Kraken, Elder Eidolon
  Kraken, Elder Eidolon
  Gargantuan construct, unaligned
  Armor Class
  Armor Class 18 (natural armor)
  Hit Points
  Hit Points 144(1d4 + 5)
  Speed
  Speed 30 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)
  Saving Throws
  Saving Throws Str +18, Dex +8, Con +15, Int +14, Wis
  +12
  Damage Immunities
  Damage Immunities force, poison, psychic;
  bludgeoning, piercing, and slashing from nonmagical
  weapons that aren't adamantine
  Condition Immunities
  Condition Immunities blinded, charmed, deafened,
  frightened, paralyzed, petrified, poisoned, stunned
  Senses
  Senses truesight 120 ft., blindsight 120 ft., passive
  Perception 14
  Languages
  Languages understands Abyssal, Celestial, Infernal,
  Primordial, and Deep Speech but can't speak
  Challenge
  Challenge 24 (2651 XP)
  Constructed Nature. 
  Constructed Nature. An eidolon kraken doesn't require
  air, food, drink, or sleep.
  Freedom of Movement. 
  Freedom of Movement. The eidolon kraken ignores
  difficult terrain, and magical effects can't reduce its
  speed or cause it to be restrained. It can spend 5 feet
  of movement to escape from nonmagical restraints or
  being grappled.
  False Appearance. 
  False Appearance. While the armor reamin motionless,
  it is indistinguishable from a normal suit of armor.
  Fast Repair. 
  Fast Repair. The eidolon kraken regains 5 hit points at
  the start of its turn if it has at least 1 hit point.
  Magic Weapons. 
  Magic Weapons. The eidolon kraken's weapon attacks
  are magical.
  Magic Immunity. 
  Magic Immunity. The eidolon kraken is immune to
  spells and other magical effects unless it wishes to be
  affected, with exceptions listed below:
  Etherealness restores the caster's level in HP to the
  eidolon kraken.
  Any spell that prevents teleportation or planar travel
  negates the eidolon kraken's insanity aura and mirror
  image.
  A transmute rock spell in the rock to mud mode slows
  an eidolon (as the slow spell) for 2d6 rounds, with no
  saving throw, while mud to rock heals all of its lost hit
  points
  Insanity Aura. 
  Insanity Aura. Any living creature within 10 feet of an
  eidolon must make a DC 22 Wisdom save or be
  affected as if by the confusion spell. However, this
  effect is nonmagical.
  Innate Spellcasting (Psionic). 
  Innate Spellcasting (Psionic). The eidolon kraken can
  innately cast the following spells, requiring no
  components:
  At will: mirror image, dispel magic
  False Appearance. 
  False Appearance. While the eidolon kraken remains
  motionless, it is indistinguishable from a normal
  gigantic statue of a kraken.
  Actions
  Multiattack.
  Multiattack. The eidolon kraken makes three melee
  attacks, of which only one can be a bite, and each of
  which it can replace with one use of Fling.
  Bite.
  Bite. Melee Weapon Attack: +18 to hit, reach 5ft., one
  target. Hit 23 (3d8 + 10) piercing damage.
  Tentacle.
  Tentacle. Melee Weapon Attack: +18 to hit, reach 30ft.,
  one target. Hit 20 (3d6 + 10) bludgeoning damage,
  and the target is grappled (escape DC 26).
  Fling.
  Fling. One Large or smaller object held or creature
  grappled by the eidolon kraken is thrown up to 60 feet
  in a random direction and knocked prone. If a thrown
  target strikes a solid surface, the target takes 3 (1d6)
  bludgeoning damage for every 10 feet it was thrown. If
  the target is thrown at another creature, that creature
  must succeed on a DC 26 Dexterity saving throw or
  take the same damage and be knocked prone.
  Reality Storm.
  Reality Storm. The eidolon kraken magically creates
  three bolts of pure eldritch energy, each of which can
  strike a target the eidolon kraken can see within 300
  feet of it. A target must make a DC 22 Dexterity saving
  throw, taking 22 (4d10) force damage and being
  confused on a failed save, or half as much and not
  confused on a successful one. A creature reduced to 0
  hit points by this damage is disintegrated.
  A disintegrated creature and everything it is wearing
  and carrying, except magic items, are reduced to a pile
  of fine gray dust. The creature can be restored to life
  only by means of a true resurrection or a wish spell.
  Legendary Actions
  The eidolon kraken can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature's turn. The eidolon kraken regains
  spent legendary actions at the start of its turn.
  Tentacle Attack
  Tentacle Attack or Fling.
  Fling. The eidolon kraken makes one
  tentacle attack or uses its Fling.
  Reality Storm (Costs 2 Actions).
  Reality Storm (Costs 2 Actions). The eidolon kraken uses
  Reality Storm.
  Mirror image (Costs 3 Actions).
  Mirror image (Costs 3 Actions). The eidolon kraken casts
  mirror image.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/The Book of Fiends.pdf