WOLF OF THE FOREST Innate Spellcasting. The wolfs innate spellcasting ability is
Wisdom (spell save DC l 7). The wolf can innately cast the
Huge fey, neutral following spells, requiring no components:
ArmorClass 15 (natural armor) At will: druidcraft, speak with plants, tend plants (new)
Hit Points 189 (l 8dl 2 + 72) 3/day each: conjure animals (wolves or dire wolves only)
l /day each: plant growth, wall ofthorns
Speed 60 ft.
Keen Hearing and Smell The wolf has advantage on Wisdom
STR DEX CON INT WIS CHA (Perception) checks that rely on hearing or smell.
21 (+5) l 5 (+2) 18 (+4) 11 (+0) 20 (+5) 13 (+ l)
Magic Resistance. The wolf has advantage on saving throws
Saving Throws Dex +6, Int +4, Cha+ 5 against spells and other magical effects.
Skills Perception+ 13, Stealth +6, Survival +9 Magic Weapons. The wolfs weapon attacks are magical.
Damage Resistances bludgeoning, piercing, and Pack Tactics. The wolf has advantage on attack rolls against
a creature if at least one of the wolfs allies is within 5 feet
slashing from nonmagical attacks of the creature and the ally isn't incapacitated.
Damage Immunities poison . Actions
Condition Immunities exhaustion, paralyzed, petrified, Multiattack The wolf makes two bite attacks.
poisoned, unconscious Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: l 5 (3d6 + 5) piercing damage. If the ta~get is a
Senses darkvision 60 ft., passive Perception 2 3
creature, it must succeed on a DC l 7 Strength saving
Languages Druidic, Primordial, Sylvan, telepathy 120 ft. throw or be knocked prone.
Challenge l 2 (8,400 XP) Arboreal Howl (Recharge after a Short or Long Rest). The wolf
howls and casts a spell, and then it can make a bite attack
Forest Walker. The wolf and beasts summoned by it ignore as a bonus action. Each allied plant and beast within l 20
feet also gains advantage on weapon attacks and has its
any difficult terrain created by plants or naturally found in a speed increased by l 0 feet until the end of its next turn.
forest. They also ignore the effects of the entangle, plant Each affected creature also gains l 0 temporary hit points.
growth, spike growth, and wall ofthorns spells. When the
wolf moves across the ground on its turn, it leaves an area
of plants on the ground in its path that lasts until the end of
its next turn. The area is difficult terrain.
CHAPTER THREE IDUNGEON MASTER'S CHEST FANMADE HOMEBREW THE ELEMENTS AND BEYOND
D&D UNLEASHED (vl.O)
SALAMANDERS
A salamander is a particular kind of fire elemental that
hatches from eggs, spending the early portion of its life
as an elemental serpent called a fire snake. Salamander
civilization lives under the yoke of slavery. Their masters
are the genies of flame, the efreeti, who rely on the fiery
snake-people as smiths, artisans, and soldiers.
SALAMANDER INQUISITOR
The efreeti utilize a variety of means to keep their slaves
pliable and obedient. One of these methods is to employ
the most charismatic and loyal of the salamanders as
inquisitors: slaves who spy on other slaves, reporting
any potential rebels to the efreeti, while helping to drive
the other salamanders to work and fight with more heat
and fervor, whether by persuasion or by pain. In return
for this betrayal of their brethren, these inquisitors are
gifted by the efreeti with a searing brand that they carry
upon their skin, granting them fiery power.
Though they are trained to be able to coerce their
fellow salamanders with sweet words, inquisitors are
also experts at interrogation and torture. They wield
serrated scimitars and barbed whips made from iron
chains, prized for causing pain to their enemies. Most
wield one of each, but some specialize in pairs of the
SALAMANDER INQUISITOR Hindering Strikes. When the salamander hits with a barbed
Large elemental (fire), lawful evil whip attack, the target's speed is reduced by 5 feet until
the end of its next turn unless it can't be grappled. When
ArmorClass 17 (natural armor) the salamander hits with a scimitar attack, the target can't
Hit Points 112 (l Sdl 0 + 30) make opportunity attacks against the salamander this turn.
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA
Multiattack The salamander makes three attacks: two with
16(+3) 18(+4) 15(+2) 12(+1) 10(+0) 16(+3)
its barbed whip or scimitar, and one with its tail.
Skills Insight +6, Intimidation +9, Persuasion +6
Damage Vulnerabilities cold Barbed Whip. Melee Weapon Attack: +7 to hit, reach l Oft.,
Damage Resistances bludgeoning, piercing, and one target. Hit: 6 (1 d4 + 4) slashing damage plus 2 (1 d4)
piercing damage and 3 (1 d6) fire damage.
slashing from nonmagical attacks
Damage Immunities fire Scimitar. Melee Weapon Attack:+ 7 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception l 0 target. Hit: l l (2d6 + 4) slashing damage plus 3 (1 d6) fire
Languageslgnan
Challenge 8 (3,900 XP) damage.
Flame Wake. If the salamander moves across the ground on Tail Melee Weapon Attack: +7 to hit, reach l Oft., one
target. Hit: l l (2d6 + 4) bludgeoning damage plus 7 (2d6)
its turn, it leaves an area of flames in its path that lasts until fire damage, and the target is grappled (escape DC l 4).
the end of its next turn. The path of fire is as wide as the Until this grapple ends, the target is restrained, the
salamander's space and reaches l O feet high. When a salamander can automatically hit the target with its tail, and
creature enters the fire area for the first time on a turn or the salamander can't make tail attacks against other targets.
starts its turn within the area, it takes l O (3d6) fire damage.
Flame Call (7/Day). Each elemental of the salamander's
Heated Body. A creature that touches the salamander or hits
it with a me lee attack while within 5 feet of it takes 7 (2d6) choice within 30 feet of it that can hear it and isn't already
fire damage. affected by flame call is incensed by the salamander's roar.
Its speed increases by l O feet until the end of its next turn.
Heated Weapons. Any metal melee weapon the salamander Each affected creature also deals 5 (1 d l 0) additional fire
damage when it hits with a melee weapon attack for the
wields deals an extra 3 (1 d6) fire damage on a hit (included same duration. This ability only affects elementals of the
in the attack). fire element, and only affects unarmed attacks and attacks
made with metal weapons. Immediately after using this
ability, the salamander can make two attacks with its barbed
whip or scimitar as a bonus action.
CHAPTER THREE DUNGEON MASTER'S CHEST 201
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW
• same weapons. Inquisitors move fluidly across the
battlefield, skirmishing with multiple enemies while
• leaving a trail of burning flames like a wall dividing the
area. When one manages to restrain a foe with its taiL it
PRIMORDIAL SALAMANDER will move backwards, striking the target while dragging
it through the salamander's own flame trail In efreeti
Huge elemental (fire), chaotic evil armies, inquisitors are valued for their ability to awaken
the elemental flame within others.
Armor Class l 5
Hit Points 114 (l 2dl 2 + 36) PRIMORDIAL SALAMANDER
Speed 40 ft.
The strongest and warmest salamander eggs are taken
SlR DEX CON INT WIS CHA by their efreeti masters before they can hatch. To begin,
12 (+ l) 21 (+5) 16 (+3) 7 (-2) 13 (+ l) l 5 (+2) they slay a fire elemental with potent magic, condensing
its essence into a primordial flame. This special flame is
Saving Throws Dex +9, Cha +6 implanted in the egg through an ancient elemental ritual
Damage Resistances bludgeoning, piercing, and that bonds this fire to the fire snake waiting to emerge
from the egg. The egg grows larger and larger, beyond a
slashing from nonmagical attacks salamander egg's usual size, until it becomes dormant.
Damage Immunities fire, poison Finally, the efreeti gather these primordial eggs atop the
Condition Immunities exhaustion, grappled, caldera of an active volcano, using their magic to hasten
its eruption. The volcanic eruption triggers the clutch of
paralyzed, petrified, poisoned, prone, restrained, eggs to hatch in unison, revealing a group of primordial
unconscious salamanders made entirely of flame.
Senses darkvision 60 ft., passive Perception 11 Fiery Serpent. A primordial salamander resembles a
huge fire elemental shaped into a massive serpent made
Languageslgnan of flame that resembles a gigantic fire snake. Primordial
Challenge l 0 (5,000 XP) salamanders are born fully grown, with the intelligence
of a fire snake, acting more like a smart animal than a
Fire Form. The salamander can move through a space as humanoid They are willful and sadistic as a result of the
narrow as l inch wide without squeezing. A creature unnatural ritual used to create them, so the efreeti keep
that touches the salamander or hits it with a melee them bound in magic jars, releasing them on the battle-
attack while within 5 feet of it takes l 0 (3d6) fire field to spew fire indiscriminately at foes.
damage. In addition, the salamander can enter a hostile
creature's space and stop there. The first time it enters Elemental Nature. Primordial salamanders don't
a creature's space on a turn, that creature takes l 0 require air, food, drink, or sleep.
(3d6) fire damage and catches fire; until a creature
takes an action to douse the fire, the creature takes 5 Actions
(1 dl 0) fire damage at the start of each of its turns.
Flame Wake. If the salamander moves across the ground Multiattack The salamander makes three flame spray
on its turn, it leaves an area of flames in its path that attacks.
lasts until the end of its next turn. The path of fire is as
wide as the salamander's space and reaches l 0 feet Bite. Melee Weapon Attack: +9 to hit, reach l Oft., one
high. When a creature enters the fire area for the first target. Hit: 12 (2d6 + 5) piercing damage plus 16
time on a turn or starts its turn within the area, it takes (3d l 0) fire damage, and the target must make a DC l 7
l 0 (3d6) fire damage. Constitution saving throw. On a failed save, the target
Illumination. The salamander sheds bright light in a 40- takes 2 l (6d6) fire damage and it is poisoned until the
foot radius and dim light in an additional 40 feet. end of its next turn. On a success, it takes half as much
Water Susceptibility. For every 5 feet the salamander damage and isn't poisoned. If the target is a creature or
moves in water, or for every gallon of water splashed on a flammable object, it also ignites. Until a creature takes
it, it takes l cold damage. an action to douse the fire, the target takes 5 (1 dl 0)
fire damage at the end of each of its turns.
Flame Spray. Ranged Spell Attack: +9 to hit, range l SO
ft., one target. Hit: 21 (6d6) fire damage.
Inferno Blast (Recharge 4-6). The salamander belches
out a ball offlame that hurtles toward a location within
l SO feet and explodes into al S-foot radius sphere of
flame. Each creature in the area must make a DC l 7
Dexterity saving throw. A creature takes 3 l (9d6) fire
damage on a failed save, or half as much damage on a
success. The blast ignites any flammable objects in the
area that aren't being worn or carried.
CHAPTER THREE IDUNGEON MASTER'S CHEST
202 FANMADE HOMEBREW THE ELEMENTS AND BEYOND
D&D UNLEASHED (vl.O)
SAND AsSASSIN a real sandstorm to approach its targets, then suddenly
blinding them with its Sand Form trait before attacking
A sand assassin resembles an athletic human made them. It usually prefers to strike those that are alone so
entirely of sand, usually with more sand shaped into it can deal bonus damage.
cords or rags wrapping around it. With just a bit of dust
or sand about, this unusually lawful elemental is easily If it is in melee range with a target that isn't alone, the
mistaken from afar for a normal desert traveler, but a elemental will seek a target in the fight that is more
good look at its head reveals that it has no face, save for alone, blinding those that threaten opportunity attacks
the one hollow eye in its forehead and flying or burrowing to reach its next lonely victim. If
its enemies stay grouped together to avoid the bonus
Sand assassins are bound to guard a stretch of land damage, the sand assassin attempts to blind many
for eternity, hunting down and slaying all those who targets at once instead
trespass upon their charge. These elementals some-
times come to decide that a particular place is worthy of Elemental Nature. A sand assassin doesn't require
protection for inscrutable reasons of their own, but air, food, drink, or sleep.
usually they are bound by the one who summoned
them, often someone long-dead, such as a long-forgotten
resident of ancient ruins buried in a canyon or stretch of
desert that the elemental still guards.
Loyal Sentinels. Often the elemental doesn't recall
what it was in the location that it required protection,
and rarely do they care to remember, either. For the
sand assassin, the task is all that matters. Those that
are slain by sand assassins are usually mistaken for
victims of a sandstorm, and even those lucky few that
escape the reaches of the elemental almost never know
what it was, hidden beneath the sands, that they were
warded away from.
Ruthless Hunters. Sand assassins detest being seen
by those who have not yet trespassed and prefer to hide
from such beings. In combat, this elemental tries to
sneak up on its victims, hiding as a dust cloud or among
SAND AsSASSIN that creature must succeed on a DC l 4 Constitution saving
throw. A creature that ends its turn inside the sand
Medium elemental (air & earth, no primary), lawful neutral assassin's space must also make the saving throw.
ArmorClass 17 (natural armor) On a failed saving throw, a creature is blinded for l minute.
Hit Points l 04 (l 6d8 + 3 2) A creature repeats the saving throw at the end of each of its
turns, ending the blindness on a success.
Speed 60 ft., burrow 30 ft., fly 30 ft. (hover)
Dispersal As a bonus action, the sand assassin can disperse
STR DEX CON INT WIS CHA
or end its dispersal. While dispersed, the sand assassin is
13 (+ 1) 20 (+5) 15 (+2) 9 (-2) 14 (+2) 12 (+ 1) Gargantuan, its space is lightly obscured, enemies have
disadvantage on attack rolls against it, and it is
Saving Throws Dex +9 indistinguishable from a cloud of dust, but it cannot make
Skills Perception +6, Stealth +9 attacks and it automatically fails all Strength saving throws
Damage Resistances lightning; bludgeoning, piercing, and ability checks.
and slashing from nonmagical attacks Glass. If the sand assassin takes more than l 5 fire damage
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, at once, it partially glasses; its speed is reduced by 5 feet
for l minute.
petrified, poisoned, prone, restrained, unconscious
Undetectable in Sandstorms. While the sand assassin is
Senses darkvision 120 ft., tremorsense 60 ft., passive
Perception l 0 heavily obscured by sand or dust, it is invisible and it can't
be sensed by blindsight or tremorsense.
Languages Au ran, Terran
Challenge 9 (5,000 XP) Actions
Sand Form. The sand assassin can move through a space as Multiattack The sand assassin makes two Sand Claw attacks.
narrow as l inch wide without squeezing. In addition, the
sand assassin can enter a hostile creature's space and stop Sand Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
there. The first time it enters a creature's space on a turn, target. Hit: l 8 (3d8 + 5) slashing damage. If the target does
not have any allies within 5 feet of it, the sand swirls around
it and the attack deals 9 (2d8) bonus slashing damage.
CHAPTER THREE DUNGEON MASTER'S CHEST 203
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW
SNOWMEN SNOWMAN SOLDIER
Through frozen fields across icy ponds, snowmen dance Medium elemental (waterjair), lawful neutral
and play with each other, clumsily tossing snowballs at
one another. A snowman is an elemental made of snow Armor Class 15 (natural armor, shield)
and sticks with a penchant for following orders. They are Hit Points 45 (6d8 + 18)
usually created by ice magic, such as a winter archfey or Speed 30 ft.
a silver dragon, and used for simple tasks or for combat. '
Some are created with a layer of thick rime protecting STR DEX CON INT WIS CHA
them and extra physical capabilities: soldiers made of
snow. There are families of snowmen, however, ranging 15 (+2) 11 (+0) 17 (+3) 8 (-1) 11 (+O) 5 (-3)
from small groups to massive tribes, that seem to spawn
in snowy landscapes spontaneously. Snowmen live for Saving Throws Str +4, Dex +2
their creators. Without any, they frolic endlessly. Damage Vulnerabilities fire
Damage Resistances acid; bludgeoning, piercing,
Elemental Nature. A snowman doesn't require air,
food drink, or sleep. and slashing from nonmagical attacks
Damage Immunities cold, poison
SNOWMAN SERVANT Condition Immunities exhaustion, paralyzed,
Medium elemental (water/air), neutral petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception l 0
Armor Class l 0 (natural armor) Languages understands the languages of its creator
Hit Points 27 (4d8 + 8)
Speed 20 ft. but can't speak
Challenge 2 (4 50 XP)
STR DEX CON INT WIS CHA
Chilling. A creature that touches the snowman or hits it
11 (+0) 8 (-1) 14 (+2) 7 (-2) 8 (-1) 4 (-3) with a melee attack while within 5 feet of it takes 3
Damage Vulnerabilities fire (1 d6) cold damage, and if the creature doesn't have
Damage Resistances acid; bludgeoning, piercing, resistance or immunity to cold damage, it has
disadvantage on the next weapon attack roll it makes
and slashing from nonmagical attacks before the end of its next turn.
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, Heat Sensitivity. While the snowman is in an area of
extreme heat, it has disadvantage on attack rolls, and
petrified, poisoned, unconscious attacks made against it have advantage. It takes l fire
Senses darkvision 60 ft., passive Perception 9 damage every minute it spends in such an environment.
Languages understands the languages of its creator
Snow Traveler. The snowman ignores movement
but can't speak
Challenge 1/4 (50 XP) restrictions caused by ice or snow.
Chilling. A creature that touches the snowman or hits it Actions
with a melee attack while within 5 feet of it takes 3
(1 d6) cold damage, and if the creature doesn't have Multiattack The snowman makes two spear attacks.
resistance or immunity to cold damage, it has
disadvantage on the next weapon attack roll it makes Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
before the end of its next turn. target. Hit: 6 (1 d8 + 2) bludgeoning damage plus 3
(1 d6) cold damage.
Heat Sensitivity. While the snowman is in an area of
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one
extreme heat, it has disadvantage on attack rolls, and target. Hit: 5 (1 d6 + 2) piercing damage.
attacks made against it have advantage. It takes l fire
damage every minute it spends in such an environment. Snow Sling. Ranged Weapon Attack: +4 to hit, range
60/120 ft., one creature. Hit: 5 (1 d6 + 2) bludgeoning
Snow Traveler. The snowman ignores movement
damage plus 3 (1 d6) cold damage.
restrictions caused by ice or snow.
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 4 (1 d8) bludgeoning damage plus 3 (1 d6)
cold damage.
Snowball Ranged Weapon Attack: +2 to hit, range
30/60 ft., one creature. Hit: 3 (1 d6) bludgeoning
damage plus 3 (1 d6) cold damage.
204 CHAPTER THREE IDUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
SPIDERS
Spiders are evocative and classic monsters - predators
that seem to straddle the world of the natural and the
world of the monstrous, weaving webs to catch their
prey and paralyze them with venom. Besides the normal
giant spiders one might find in a fantasy world, there are
more exotic and elemental varieties.
CLOUDWEBTARANTULA
Many adventurers have heard tales of the massive cloud
birds known as roes, but few have heard of the gigantic
spiders that compete with them for territory. Cloudweb
tarantulas are sometimes prey for the roes, and at other
times they are predator. These spiders, which typically
grow to over sixty feet long, prefer to hunt by ambush,
and their battle against the giant birds is often decided
by the element of surprise.
Cloudweb tarantulas earn their name by their habit of
binding clouds together with their special webbing. The
spider can launch thin strands of web many miles away
to reach one cloud from another, then slowly pull them
together until they touch. The clouds combine into one
CLOUDWEBTARANTULA Sky-Web Sense. While in contact with a web or cloud, the
Gargantuan monstrosity, unaligned tarantula knows the exact location of any other creature in
contact with the same web or cloud.
ArmorClass 18 (natural armor)
Hit Points 217 (l 4d20 + 70) Sky-Web Walker. The tarantula ignores movement
Speed 60 ft., climb 60 ft.
restrictions caused by webbing or clouds.
S1R DEX CON INT WIS CHA
Standing leap. The tarantula's long jump is up to l 50 feet
26 (+8) 13 (+ 1) 20 (+5) 5 (-3) 13 (+ 1) 7 (-2)
and its high jump is up to l 00 feet, with or without a
Saving Throws Dex +5 running start. When it dashes, it gains l 00 additional speed
Skills Perception +5, Stealth +9 for that turn only that can only be used to jump.
Damage Resistances cold, thunder
Damage Immunities lightning Actions
Senses blindsight 30 ft., darkvision 120 ft., passive
Multiattack The tarantula makes either two leg attacks and
Perception l 5
Languages- one bristle attack, one leg attack and two bristle attacks, or
Challenge l 2 (8,400 XP) three bristle attacks.
Aerobatics. The tarantula takes half damage from falls, and Bite. Melee Weapon Attack:+ l 2 to hit, reach 5 ft., one
creature. Hit: 2 l (3d8 + 8) piercing damage, and the target
takes no damage from falls of more than l 00 feet. must make a DC l 8 Constitution saving throw, taking 45
Bristly. At the start of each of the tarantula's turns, it deals (8d8) poison damage on a failed save, or half as much
l 0 (3d6) piercing damage to each creature grappling it. damage on a successful one. If the poison damage reduces
the target to 0 hit points, the target is stable but poisoned
False Appearance. From more than 300 feet below the for l hour, even after regaining hit points, and is paralyzed
tarantula, it is indistinguishable from a normal cloud. while poisoned in this way.
Pounce. If the tarantula moves at least 20 feet straight Leg. Melee Weapon Attack:+ l 2 to hit, reach l 5 ft., one
toward a target and then hits it with a bite attack on the target. Hit: 22 (4d6 + 8) bludgeoning damage.
same turn, the target takes an extra 2 l (6d6) piercing
damage. If the target is a creature, it must succeed on a DC Bristle. Ranged Weapon Attack: +9 to hit, range l 20/240
2 l Strength saving throw or be knocked prone. ft., one creature. Hit: l 2 (3d4 + 5) piercing damage. Saving
throws to maintain concentration caused by this damage
Spider Sky-Climb. The tarantula can climb difficult surfaces, are made with disadvantage.
including upside down on ceilings, without needing to Bristle Cloud (Recharge 5-6). The tarantula launches a
make an ability check. It can also climb on clouds as if they barrage of bristles in a 60-foot cone. Each creature in that
were solid objects unaffected by the tarantula's weight. area must make a DC l 8 Dexterity saving throw, taking 20
(8d4) piercing damage on a failed save, or half as much
damage on a successful one. The bonus to AC provided by
a shield also applies to the saving throw. Saving throws to
maintain concentration caused by this damage are made
with disadvantage.
CHAPTER THREE DUNGEON MASTER'S CHEST 205
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW
FROSTBITE SPIDER
Large fey, neutral evil
ArmorClass 15 (natural armor)
Hit Points 51 (6dl O + 18)
Speed 40 ft., burrow 20 ft., climb 40 ft., swim 30 ft.
SlR DEX CON INT WIS CHA
13 (+l) 17 (+3) 16 (+3) 6 (-2) 13 (+l) 6 (-2)
massive bed of clouds, and the cloudweb tarantula uses Skills Perception +4, Stealth +9
it as both a nest and a staging area for hunting. Some- Damage Resistances cold, necrotic
times they will gather clouds around a mountain peak,
and many tarantulas will come to hunt atop the clouds Senses darkvision 60 ft., passive Perception 14
that eternally cover the mountain's apex. Languages understands Sylvan but can't speak
Challenge 5 (1,800 XP)
The tarantulas appear to have strange white fuzz or
fur covering their body, which is actually very thin, long Hold Breath. The spider can hold its breath for 12 hours.
bristles that they use to walk weightlessly on clouds and
to camouflage among them. Cloudweb tarantula bristles Snow Tunneler. The spider can only burrow through
and silk are both prized by artificers and craftsmen for snow, and leaves a 5-foot-diameter tunnel in its wake.
their special properties, and so adventurers often hunt
the tarantulas for them, taking great care not to harm Spider Climb. The spider can climb difficult surfaces,
the bristles or the clouds while slaying the spider. including upside down on ceilings, without needing to
make an ability check.
FROSTBITE SPIDER
Winter Web Walker. The spider ignores movement
Frostbite spiders are native to the Feywild and beloved
by the eladrin and archfeys of winter, who keep them as restrictions caused by webbing, ice, or snow.
pets and mounts. In the wild, these spiders dig through
snow and nest in icy caves, or lurk beneath the chilling Actions
waters nearby, waiting for prey to wander into their
reach or their icy webs. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 7 {l d8 + 3) piercing damage plus 5
If prey comes too close without getting caught, the
frostbite spider will employ its fey charms to lure the (l d 10) cold damage, and the target must make a DC
creature to the right area. Sometimes a spider lurking l 3 Constitution saving throw. On a failed save, the
in water will lure a land-bound creature into the water, target takes 13 (3d8) poison damage and 13 (3d8)
where the spider's icy web is waiting just beneath the cold damage and if it can be poisoned and doesn't have
surface, ensuring no escape. resistance or immunity to cold damage, it is restrained
until the end of its next turn. On a successful save, the
These fey spiders are cunning and cruel They enjoy target takes half damage and isn't restrained. If the
tormenting their paralyzed prey with pain and terror, poison or cold damage reduces the target to O hit
but they are intelligent enough to understand the value points, the target is stable but poisoned for l hour,
even after regaining hit points, and is paralyzed while
poisoned in this way.
Web (Recharge 5-6). Ranged Weapon Attack: +6 to hit,
range 30/60 ft., one creature. Hit:The target is
restrained by icy webbing. While restrained, it takes 3
(l d6) cold damage at the start of each of its turns. As
an action, the restrained target can make a DC 18
Strength check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC l 5; hp
8; vulnerability to fire damage; immunity to
bludgeoning, cold, poison, and psychic damage).
Charm (7/Hour). The spider chitters inaudibly, directing
its fey magic at one creature it can see within 60 feet.
The target must succeed on a DC l 5 Wisdom saving
throw or become charmed by the spider for 1 minute.
While it is charmed, the spider directs its movements.
If the spider can't do so, the target moves toward the
spider. The target repeats the saving throw at the end
of each of its turns, ending the effect on a success.
206 CHAPTER THREE IDUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
SANDTRAP SPIDER
Medium beast, unaligned
ArmorClass 14 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft., burrow 5 ft., climb 30 ft.
SlR DEX CON INT WIS CHA
11 (+O) 18 (+4) 16 (+3) 3 (-4) 13 (+ l) 3 (-4)
of cooperating with more powerful creatures. The fey Skills Perception +3, Stealth +8
who breed and raise these spiders regard them warmly, Damage Resistances radiant, poison
as one might hounds or horses. They give the spiders Senses blindsight l Oft., darkvision 60 ft.,
plenty of opportunities to sate their sadistic urges, and
the spiders give them loyalty in return. Frostbite spiders tremorsense 30 ft., passive Perception l 3
serve as excellent guardians and mounts, capable of Languages-
climbing, swimming, burrowing through snow, and even Challenge 2 (4 50 XP)
traversing the spider webs of drow and others.
Desert Web Walker. The spider ignores movement
SANDTRAP SPIDER
restrictions caused by webbing, gravel, mud, or sand.
These desert spiders gained their name by the hidden
nests they build within sandy dunes. Sandtrap spiders Nest-Web Sense. The range of the spider's tremorsense
lay their webs beneath the sand and feel for the faintest
vibration of prey through the sand, amplified by this silk. is doubled within its nest.
Some even construct pit traps within the sand, held
together by webbing, for prey to wander into. When Pounce. If the spider moves at least 20 feet straight
prey, usually wandering beasts such as camels or even
lions, falls into the traps or comes too close to the nest, toward a target and then hits it with a bite attack on the
the spider leaps upon them in ambush. same turn, the target takes an extra 3 (1 d6) piercing
damage. If the target is a creature, it must succeed on a
Sandtrap spiders that are cornered by predators or DC 1 3 Strength saving throw or be knocked prone.
other threats retreat to the sandy ground of their nests.
They dig these nests out of the sand and hold them up Spider Climb. The spider can climb difficult surfaces,
with their webbing. A single flame can cause the entire
sand cave to collapse in a burning heap. When they are including upside down on ceilings, without needing to
too hot or cold, a sandnest spider will bury itself halfway make an ability check.
in sand, insulating its body as it withstands the sunlight.
Standing Leap. The spider's long jump is up to 20 feet
and its high jump is up to 10 feet, with or without a
running start.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 7 (1 d6 + 4) piercing damage, and the
target must make a DC 1 2 Constitution saving throw,
taking 11 (3d6) poison damage on a failed save, or half
as much damage on a successful one. If the poison
damage reduces the target to O hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Reactions
Kick Sand (Recharge 5-6). When a creature moves
within 10 feet of the spider, if the spider is upon sandy
ground or ground in its nest, it can kick sand at the
creature. The creature must succeed on a DC 11
Constitution saving throw or become blinded for 1
minute. The creature repeats the saving throw at the
end of each of its turns, ending the effect on a success.
CHAPTER THREE DUNGEON MASTER'S CHEST
207
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
SCORCH SPIDER
Tiny elemental (earth/fire), unaligned
Armor Class 20 (natural armor)
Hit Points 26 (4d4 + 16)
Speed 30 ft., climb 30 ft.
SlR DEX CON INT WIS CHA
4 (-3) 20 (+5) 18 (+4) 2 (-4) l 0 (+0) 5 (-3)
Skills Stealth +9
Damage Vulnerabilities cold, thunder
Damage Immunities fire, poison; bludgeoning,
piercing, and slashing from nonmagical weapons
that aren't adamantine
Condition Immunities poisoned
Senses blindsight l Oft., darkvision 60 ft., passive
Perception l 0
Languages-
Challenge 4 (l, l 00 XP)
Death Burst When the spider dies, it explodes in a burst SCORCH SPIDER
of fiery blood and ooze. Each creature within 5 feet of it Found in the depths of active volcanoes and swarming
must make a DC 13 Dexterity saving throw, taking 7 the caverns of the Plane of Magma, the elementals
(2d6) fire damage on a failed save, or half as much known as scorch spiders were created long ago by the
damage on a successful one. Flammable objects that azer, who intended the spiders to be used as weapons
aren't being worn or carried in that area are ignited. against the salamander armies of the efreeti, for they
are not immune to poison. But many spiders escaped to
Heated Carapace. At the start of each of the spider's the Elemental Planes, where they thrived in numbers
far beyond those produced by the azer spider breeders.
turns, it deals 3 (l d6) fire damage to each creature Some have even made it to the Underdark, where they
grappling it and each creature or object it is grappling hunt other spiders by chasing them onto their webs,
or it is climbing on. A creature that touches the spider igniting the webbing. Scorch spiders aren't harmed by
or hits it with a me lee attack while within 5 feet of it the fire and they're immune to spider venom, making
takes 3 (l d6) fire damage. them a terror to natural spider species.
Spider Climb. The spider can climb difficult surfaces, Despite their elemental nature, scorch spiders act like
most other spiders, building webs that cannot burn and
including upside down on ceilings, without needing to laying obsidian eggs in their lava-bound nests, waiting
make an ability check. for prey to venture too close. They devour elementals
just as eagerly as they do creatures made of flesh or the
Stiffen. If the spider takes cold damage, its heated body fresh ashes of such creatures. The carapace of a scorch
stiffens in response, and its speed is reduced to l 5 feet spider, which often grows to be a foot long or more, is
until the end of its next turn. said to be as hard as diamond and always searing hot,
just like their fiery blood
Volcanic Web Walker. The spider ignores movement
Scorch spiders are exceedingly dangerous for novice
restrictions caused by webbing, lava, or magma. adventurers to hunt, but their silk is a treasure for those
looking to craft garments to protect against fire. Scorch
Web Sense. While in contact with a web, the spider spider eggs are also prized by arcanists for the essence
of elemental fire they contain. They can be broken open
knows the exact location of any other creature in and mixed into an alchemical concoction, or tapped for
contact with the same web. their magical power to enchant magic items with flame.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 7 (1 d4 + 5) piercing damage plus 3 (1 d6)
fire damage, and the target must make a DC 1 3 Cons-
titution saving throw. On a failed save, the target takes
7 (2d6) fire damage and 9 (2d8) poison damage and it
ignites. Until a creature takes an action to douse the
fire, the target takes 5 (1d 10) fire damage at the start
of each of its turns. On a success, the target takes half
damage and doesn't ignite. If the damage from the save
reduces the target to O hit points, the target is stable
but poisoned for 1 hour, even after regaining hit points,
and is paralyzed while poisoned in this way.
208 CHAPTER THREE IDUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
THORNFOUL THORNFOUL
Large plant, chaotic evil A thornfoul is a malevolent fae plant that lives to cause
pain and suffering to all living things that aren't plants
ArmorClass 16 (natural armor) or beasts. It resembles a ten-foot tall humanoid figure
Hit Points 119 (l 4dl O+ 42) made out of gnarled branches and thorns, dripping with
Speed 40 ft., climb 30 ft. poisonous sap, with a sickly yellow light glowing like a
face from inside its twisted head
SlR DEX CON INT WIS CHA
Born of Vengeance. When vast quantities of wild
19 (+4) 17 (+3) 16 (+3) 7 (-2) 13 (+ 1) 15 (+2) plants are destroyed by the acts of people, the enraged
spirits of the land sometimes coalesce around discarded
Skills Perception +4 plant material to form a thornfoul Each thornfoul is, on
Damage Resistances bludgeoning, piercing, poison account of its origin, incurably filled with hatred and ire
Senses darkvision 60 ft., passive Perception 14 toward anything that it can't discern as a plant, seeking
Languages Sylvan to avenge the fallen plant life in its own twisted way.
Challenge 7 (2,900 XP)
Thornfouls are not born from natural phenomena,
Fey Hybrid The thornfoul is also a fey. such as most wildfires or consumption by animals, but
fires caused by people are likely to create one. They also
Fire Aversion. If the thornfoul takes fire damage, it has do not worry for plants that were cultivated directly by
disadvantage on attack rolls and ability checks until the people, as they care only for wild plants. Their hatred
end of its next turn. does not distinguish between giants, humanoids, fey, or
other types of people, although they are uninterested in
Keen Senses. The thornfoul has advantage on Wisdom causing harm to constructs, elementals, and undead,
(Perception) checks that rely on hearing or smell. regarding them as nonliving things.
Painful Toxin. Any creature that can be poisoned has Stinging Poison. The gnarled thorns that comprise a
disadvantage on any saving throws made to maintain thornfoul are coated with toxin that causes intense pain.
concentration resulting from piercing damage or When torn open, they release ooze made from this toxin
poison damage dealt by the thornfoul. that quickly evaporates into noxious fumes.
Poison Sap. The thornfoul oozes with a toxic sap that Rabid Faerie Hounds. Some fey create thornfouls to
fumes poison gas. Any creature that touches the be used against their enemies. The fey use plant magic
thornfoul or hits it with a melee attack while within 5 to keep thornfouls in a dormant, seed-like state until
feet of it must make a DC l 5 Constitution saving they are needed Once a thornfoul is released, it will
throw. On a failed saving throw, a creature takes 6 attack anything in sight, so fey awaken them from afar
(1 dl 2) poison damage and is poisoned until the end of with rituals, sending them to track down dangerous foes
its next turn. or releasing them upon witless intruders.
Thoms. At the start of each of the thornfoul's turns, it Fey Nature. A thornfoul doesn't require food, drink,
deals 7 (2d6) piercing damage to any creature grappling or sleep.
it. A creature that touches the thornfoul also takes this
damage unless it uses its action to do so carefully. /·.
Actions
Multiattack The thornfoul makes two slam attacks.
Slam. Melee Weapon Attack:+7 to hit, reach 5 ft., one
target. Hit: l l (2d6 + 4) bludgeoning damage plus 7
(2d6) piercing damage and 3 (1 d6) poison damage.
Thom Spray (Recharge 5-6). The thornfoul sprays a 30-
foot cone of thorns that extinguishes fire in the area.
Each creature in that area must make a DC l 5 Dexterity
saving throw, taking 17 (5d6) piercing damage on a
failed save, or half as much damage on a successful
one. In addition, ground in the area is covered in thorny
spikes and becomes difficult terrain until cleared, with
each l 0-foot diameter portion requiring at least l
minute to clear by hand. When a creature moves onto
or upon the spikes, it takes 5 (2d4) piercing damage for
every 5 feet it travels.
THE ELEMENTS AND BEYOND
TREANTS EVERGREEN TREANT
Treants are awakened trees that live as guardians of the Huge plant, chaotic neutral
forests and jungles of the world In addition to the magic
over nature that ancient treants develop, some treants ArmorClass 16 (natural armor)
are even infused with elemental magic. Hit Points 17 5 (l 4dl 2 + 84)
EVERGREEN TREANT Speed 30 ft.
Some treants, having formed deep alliances with the fey SlR DEX CON INT WIS CHA
of winter, are transformed by powerful fey magic into icy
treants that are perpetually covered with snow without 23(+6)8(-1) 22(+6) 14(+2) 17(+3) 11(+1)
losing their leaves, treants known as evergreen treants.
Saving Throws Int +7, Wis +8
Evergreen treants willingly became what they are, but
the transformation still chills their soul and robs them Damage Vulnerabilities fire
of their natural benevolence. They try to stay out of most
conflicts and are difficult to compeL even for their allies. Damage Resistances bludgeoning, piercing
They no longer fear the ice or cold, and in fact snow and Damage Immunities cold
chunks of ice seem to appear out of thin air among their Condition Immunities charmed
branches, draping them in a cloak of winter that never Senses darkvision 60 ft., passive Perception l 3
melts, always replenishing. Languages Common, Druidic, Elvish, Sylvan
Challenge l 3 (l 0,000 XP)
WILDFIRE TREANT
False Appearance. While the treant remains motionless,
When a treant is slain by magical flame or heat from the
Elemental Plane of Fire, it can be reborn as a perpetu- it is indistinguishable from a normal evergreen tree.
ally burning elemental treant. They are called wildfire
treants, and like wildfire they spread among enclaves of Fey Hybrid The treant is also a fey.
treants when one is created, with each fallen treant at
the hands of a wildfire treant having a chance to also be Siege Monster. The treant deals double damage to
reborn as a wildfire treant itself. Treants often beseech
adventurers to aid them with these spiteful monsters, as objects and structures.
even elder treants are weak to flame.
Snow Traveler. The treant ignores movement
Efreeti with goals in the Material Plane will often use
fire elementals or their own flames to slay a treant with restrictions caused by ice or snow.
Snowy Boughs. When the treant takes damage, if it isn't
fire or psychic damage, snow drops from the treant's
branches onto the ground within l 0 feet of it. Snow
turns the ground into difficult terrain until it melts, and
each other creature in the area must succeed on a DC
l 3 Dexterity saving throw or be knocked prone and
take 4 (1 d8) bludgeoning damage plus 4 (l d8) cold
damage. This effect can only happen once per turn.
Actions
Multiattack The treant makes two slam attacks.
Slam. Melee Weapon Attack:+ l Oto hit, reach l Oft.,
one target. Hit: 16 (3d6 + 6) bludgeoning damage plus
4 (1 d8) cold damage, and the target's speed is reduced
to 0 feet until the end of its next turn.
Rock Ranged Weapon Attack:+ l Oto hit, range 60/ l 80
ft., one target. Hit: 28 (4dl 0 + 6) bludgeoning damage
plus 7 (2d6) cold damage. Hit or miss, the rock
shatters into a cloud of mist, dust, and snow that fills a
l 0-foot radius sphere centered on the target. The cloud
is heavily obscured and lasts until the end of the
treant's next turn or until a wind of moderate or greater
speed (at least l 0 miles per hour) disperses it.
Animate Trees (7/Day). The treant magically animates
one or two trees it can see within 60 feet of it. These
trees have the same statistics as a normal treant, except
they have Intelligence and Charisma scores of l, they
can't speak, they have resistance to cold damage, and
they have only the Slam action option. An animated tree
acts as an ally of the treant. The tree remains animate
for l day or until it dies; until the treant dies or is more
than l 20 feet from the tree; or until the treant takes a
bonus action to turn it back into an inanimate tree. The
tree then takes root if possible.
CHAI FANMADE HOMEBREW THE ELEMENTS AND BEYOND
D&Dl
WILDFIRE TREANT creature within 5 feet of it takes l 0 (3d6) fire damage, and
flammable objects in the aura that aren't being worn or
Huge plant, chaotic evil carried ignite. A creature that touches the treant or hits it
with a me lee attack while within 5 feet of it takes l 0 (3d6)
ArmorClass 16 (natural armor) fire damage. Any flammable object that the treant touches
Hit Points 167 (l 6dl 2 + 64) (including those it walks on) ignites instantly if it isn't being
Speed 40 ft. worn or carried.
STR DEX CON INT WIS CHA Actions
23(+6) 10(+0) 19(+4) 13(+1) 14(+2) 15(+2) Multiattack The treant makes two slam attacks.
Damage Resistances bludgeoning, piercing Slam. Melee Weapon Attack:+ l l to hit, reach l Oft., one
Damage Immunities fire target. Hit: l 6 (3d6 + 6) bludgeoning damage plus 5
Senses passive Perception l 3
Languages Common, Druidic, Elvish, lgnan, Sylvan (1 dl 0) fire damage.
Challenge l 5 (13,000 XP)
Rock Ranged Weapon Attack:+ l l to hit, range 60/180 ft.,
Elemental Hybrid The treant is also an elemental. one target. Hit: 28 (4dl 0 + 6) bludgeoning damage, and
False Appearance. While the treant remains motionless, it is the target and each other creature within 5 feet of it also
indistinguishable from a normal burning tree. takes l 0 (3d6) fire damage.
Illumination. The treant sheds bright light in a 40-foot radius
and dim light for an additional 40 feet. Flame jet Ranged Spell Attack: +9 to hit, range l 20 ft., one
Siege Monster. The treant deals double damage to objects target. Hit: 22 (4dl 0) fire damage. If the target is a creature
and structures. or a flammable object, it ignites. Until a creature takes an
TinderAura. Other plants within 30 feet of the treant have action to douse the fire, the target takes 5 (1 d l 0) fire
vulnerability to fire damage. damage at the start of each of its turns.
Water Susceptibility. For every 5 feet the treant moves in
water, or for every gallon of water splashed on it, it takes l Immolate Trees (7/Day). The treant magically animates one
cold damage.
Wildfire Aura. At the start of each of the treant's turns, each or two trees it can see within 60 feet of it, lighting them
ablaze in the process. These trees have the same statistics
as a wildfire treant, except they have Intelligence and
Charisma scores of l, they can't speak, they have no Tinder
Aura, and they have only the Slam action option. An
animated tree acts as an ally of the treant. The tree remains
animate for l day or until it dies; until the treant dies or is
more than l 20 feet from the tree; or until the treant takes a
bonus action to turn it back into an inanimate tree. The tree
then burns to ashes.
CHAPTER THREE DUNGEON MASTER'S CHEST 211
D&D UNLEASHED (vl.O)
THE ELEMENTS AND BEYOND FANMADE HOMEBREW
the goal of creating a wildfire treant and releasing it on
the land of their enemies. A wildfire treant can raze the
fields of small nations before it is stopped in the worst
of cases, presenting a serious problem for not just the
wildlife in the area, but civilization as well
ELDER'TREANT
Treants that live for hundreds or thousands of years can
grow to massive sizes, developing magical abilities over
flora and fauna and becoming known as an elder treant.
Elder treants are surpassed in their druidic abilities
only by the great archdruids. They wield this magical
might to end conflicts in their forests, dispense wisdom
to the denizens, and organize the other treants in the
defense against truly great threats. Some are utterly en-
ormous, reaching up to hundreds of feet tall and thirty,
forty, or even fifty feet in diameter. They are unfazed by
all threats and charms, caring only to do good
ELDER TREANT 4th level (3 slots): dominate beast, polymorph,
5th level (2 slots): awaken, mass cure wounds, wrath of
Gargantuan plant, chaotic good
nature*
ArmorClass 17 (natural armor) 6th level (1 slot): druid grove,* force ofnature (new),
Hit Points 264 (l 6d20 + 96)
Speed 40 ft. wall ofthorns
7th level (1 slot): mighty roots (new)
STR DEX CON INT WIS CHA 8th level (1 slot): earthquake
26 (+8) 6 (-2) 2 3 (+6) l 5 (+2) 2 3 (+6) 14 (+2) Actions
Saving Throws Dex +4, Con + 12, Int +8, Wis+ 12 Multiattack The treant makes two slam attacks.
Skills Insight+ 12, Nature +8, Perception+ 12
Damage Vulnerabilities fire Slam. Melee Weapon Attack:+14 to hit, reach l 5 ft., one
Damage Resistances bludgeoning, piercing, radiant target. Hit: 22 (4d6 + 8) bludgeoning damage.
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned Rock Ranged Weapon Attack:+ 14 to hit, range 90/2 70 ft.,
Senses darkvision 120 ft., passive Perception 22 one target. Hit: 3 5 (5dl O+ 8) bludgeoning damage.
Languages Celestial, Common, Druidic, Elvish, Sylvan
Challenge l 7 (1 8,000 XP) Animate Trees (3/Day). The treant magically animates one or
Eider's Presence. Other plants within 60 feet of the treant two trees it can see within 60 feet of it. These trees have
are affected by the speak with plants spell and have the same statistics as a treant, except they have Intelligence
advantage on saving throws while they remain in the area. and Charisma scores of 1, they can't speak, and they have
The treant, along with each affected creature, can also only the Slam action option. An animated tree acts as an ally
speak with beasts as in the speak with animals spell. of the treant. The tree remains animate for l day or until it
dies; until the treant dies or is more than 120 feet from the
False Appearance. While the treant remains motionless, it is tree; or until the treant takes a bonus action to turn it back
into an inanimate tree. The tree then takes root if possible.
indistinguishable from a normal tree.
The treant can only have up to two trees animated under its
Siege Monster. The treant deals double damage to objects power at once.
and structures. Legendary Actions
Spellcasting. The treant is a l 5th-level spellcaster. Its spell- The treant can take 3 legendary actions, choosing from the
casting ability is Wisdom (spell save DC 20, + 12 to hit with options below. Only one legendary action option can be
spell attacks). It has the following druid spells prepared: used at a time and only at the end of another creature's
turn. The treant regains spent legendary actions at the start
Cantrips (at-will): druidcraft, guidance, razor leaf(new), of its turn.
resistance, tend plants (new)
Detect The treant makes an Intelligence (Nature) check, a
l st level (4 slots): animal friendship, detect magic, entangle
2nd level (3 slots): animal messenger, barkskin, lesser Wisdom (Perception) check, or a Wisdom (Survival) check.
restoration, spike growth Heal Flora or Fauna. The treant restores up to l 5 hit points
3rd level (3 slots): conjure animals, dispel magic, plant to one beast or plant that it can see within 60 feet. If the
target is a plant that is on fire, that fire is magically doused.
growth
Hurl Rock (Costs 2 Actions). The treant makes a rock attack,
ignoring disadvantage for ranged attacks in close combat.
CHAPTER THREE IDUNGEON MASTER'S CHEST
212 FANMADE HOMEBREW THE ELEMENTS AND BEYOND
D&D UNLEASHED (vl.O)
WALKING MOUNTAIN
Towering at heights of over a hundred feet with radii of
forty feet or more, the stone elementals called walking
mountains are constantly rumbling and shaking. Some
are even topped with snow or shrouded in clouds.
Wandering Elementals. As natives to the Elemental
Plane of Earth, walking mountains are remarkable for
how often they are found elsewhere. These creatures
hate staying still or going anywhere they've already been
and they despise having to change their route or tum
around They can be found anywhere there is ground
Stubborn Destroyers. Walking mountains rarely
intend to cause harm, yet when the path of one crosses
over a humanoid settlement, it can cause untold levels
of destruction through its passage alone. Stone legs that
weigh hundreds of tons smash and crush not only fields
and streets, but houses, walls, castles, and anything else
that is unlucky enough to stand in the elemental's path.
Though they are slow and can be seen coming from far
away, these elementals are incredibly stubborn, willfuL
and difficult to reason with. Sometimes there is little to
do but slay the elementaL yet even doing that can cause
great damage when it finally topples over.
Elemental Nature. A walking mountain doesn't
require air, food, drink, or sleep.
WALKING MOUNTAIN mountain walks or climbs on becomes difficult terrain until
cleared, with each 5-foot diameter portion requiring at least
Gargantuan elemental (earth), chaotic neutral l minute to clear by hand.
ArmorClass 15 (natural armor) Quaking Presence. The ground within 30 feet of the walking
Hit Points 310 (20d20 + l 00)
Speed 40ft, climb 40 ft. mountain is difficult terrain. Each creature that starts its
turn on the affected ground, ends its turn there, or enters it
SlR DEX CON INT WIS CHA for the first time on a turn must succeed a DC l 6 Dexterity
saving throw or be knocked prone. This trait only functions
30(+10) 4(-3) 20(+5) 3(-4) 8(-1) 16(+3) while the walking mountain is touching the ground, and it
doesn't affect creatures with tremorsense.
Saving Throws Str + 14, Con +9, Wis + 3, Cha + 7
Damage Vulnerabilities thunder Stubborn Explorer. The walking mountain has advantage on
Damage Resistances cold, lightning; bludgeoning, saving throws to resist banishment effects or unwilling
teleportation while it is not on its home plane.
piercing, and slashing from nonmagical attacks
Damage Immunities poison Unwieldy Height The walking mountain has disadvantage on
Condition Immunities blinded, charmed, exhaustion, attack rolls against targets that are Medium or smaller. If
the walking mountain is knocked prone while it is standing,
paralyzed, petrified, poisoned, unconscious it takes 3 3 (6dl 0) bludgeoning damage that ignores all
Senses blindsight 60 ft. (blind beyond this radius), resistance. It also takes double damage from any falls.
tremorsense 180 ft., passive Perception 9 Actions
Languages understands Terran but can't speak
Multiattack The walking mountain makes two smash
Challenge l 2 (8,400 XP)
attacks.
Bound to the Earth. The walking mountain is still bound to
the earth by magic, granting it advantage on Strength and Smash. Melee Weapon Attack:+ l 4 to hit, reach 20ft, one
Dexterity saving throws to resist being knocked prone creature. Hit: 2 9 (3 d l 2 + l 0) bludgeoning damage, and the
while it is touching the ground. target must succeed on a DC 20 Strength saving throw or
be knocked prone.
Colossal Siege Monster. The walking mountain deals triple
Sit (Recharge 4-6). Each creature in the elemental's space
damage to objects and structures. When the walking must succeed on a DC l 8 Dexterity saving throw or take
mountain walks or climbs upon a structure, the structure 2 9 (3dl 2 + l 0) bludgeoning damage and be knocked
takes 16 (3d l 0) bludgeoning damage for every 5 feet the prone. A creature has advantage on this saving throw if it is
walking mountain moves over it. Any ground the walking flying, and it has disadvantage on the saving throw if it is
prone. This also damages structures in the area.
CHAPTER THREE DUNGEON MASTER'S CHEST 213
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW
MONSTER CUSTOMIZATION OPTIONS
Uth so many damage types found across ENVIRONMENTAL ADAPTATION
he planes, you might want mechanics
hat use damage types in interesting new Some creatures have lived in extreme conditions for so
ways beyond simple resistances and vul- long that they have adapted to them, becoming inured
nerabilities. This section presents rules against certain damage types yet weak against others.
and options for customizing monsters. It For example, some kinds of polar bears are adapted to
provides the new weakness mechanic, the most extreme of arctic conditions. Some snakes are
along with new traits that can be added to monsters adapted to the bright light and searing heat of the desert.
which make use of resistances and weaknesses to add As a DM, if you wish to add new themes and complexity
damage-type-related depth and variety to combat. Many to a monster, you can add one of these traits to represent
of these traits fit already existing monsters but are also its adaptation to the hazardous conditions it lives with. A
not necessary for those who dislike how they play. DM can increase or decrease the levels of weakness that
As a DM, you can use these options to help pace and the trait provides to make the monster even more or less
spice your campaign in the way that only the Dungeon affected by the weakness.
Master of the campaign knows how.
The following traits are available. Adding one of these
WEAKNESS traits does not affect a creature's challenge rating.
Some creatures and objects are quite easy to hurt with Arctic Adaptation. This creature is unbothered by
certain types of damage, but not as easily as those with the cold, and its natural frigidity protects it from rot, like
vulnerability. These targets have weakness to those permafrost, but it doesn't handle heat very well It has
types of damage. resistance to cold damage and necrotic damage, but it
has weakness 2 to fire damage.
Weakness is always associated with a damage type
and a number. If a creature or object has weakness to a Desert Adaptation. This creature spends all its days
damage type and it takes more than 5 damage of that under the blazing desert sun, and it eschews shade or
type at once, it takes extra damage of that type for each cooling techniques, but it is weak to anything that might
multiple of 5 in the damage that it took. The amount of dehydrate or wither it. It has resistance to fire damage
extra damage is equal to its weakness number for that and radiant damage, but it has weakness 2 to necrotic
type. The damage caused by weakness cannot trigger damage.
additional damage from any weaknesses. Weakness is
applied before all other modifiers to damage, including Extreme Adaptation. This creature has bizarre
resistance and vulnerability. physiology that makes it capable of withstanding
extreme temperatures, but its bodily processes are
For example, if a creature has "weakness fire 2" and more easily disrupted by toxins. It has resistance to cold
it takes 13 fire damage from a spel~ it also takes 4 extra damage and fire damage, but it has weakness 2 to
damage, because there are two multiples of 5 in the 13 poison damage.
damage it took, so it takes 2 extra damage twice.
Mountain Adaptation. This creature is used to the
Any effect that affects vulnerability to a damage type icy, lightning-swept mountains and peaks, but it isn't
also affects weakness to that damage type. For example, prepared to contend with the caustic waters of the
if an effect removes vulnerability to fire damage from a lowlands. It has resistance to cold damage and lightning
target, it would also remove any weakness to fire damage damage, but it has weakness 2 to acid damage.
from that target.
Stormy Adaptation. This creature lives mostly within
dark hurricanes and thunderstorms, and it is not
accustomed to shielding itself from the bright light of
the sun. It has resistance to lightning damage and
thunder damage, but it has weakness 2 to radiant
damage.
Swamp Adaptation. This creature is born of the
most wretched of swamps, which has inured it to toxins
and caustic water, but as the swamp rarely has storms it
is weak to lightning. It has resistance to poison damage
and acid damage, but it has weakness 2 to lightning
damage.
Volcanic Adaptation. This creature is native to an
extremely hot region filled with volcanic activity, toxic
ash clouds, and even lava, but it doesn't handle the cold
well It has resistance to fire damage and poison
damage, but it has weakness 2 to cold damage.
214
EHOMEBREW THE ELEMENTS AND BEYOND
SPECIAL FLAW TRAITS FIRE
Sometimes a creature is specially affected by a particular The following traits are triggered by fire damage.
damage type but doesn't simply take extra damage from Aversion to Fire. This creature has a deathly fear of
weakness or vulnerability. For example, a water elemental
that takes cold damage is partially frozen, reducing its flame, such as an oblex or a flesh golem. If the creature
speed for a time. This section contains a variety of traits takes fire damage, it has disadvantage on attack rolls
that a DM can add to a monster to impose penalties upon and ability checks until the end of its next turn.
it when it takes damage of a certain type or encounters a
certain type of substance or scenario. Flammable. This creature is easily set on fire. If it
takes fire damage greater than or equal to 10 + its
The following traits are available. Adding one of these challenge rating, it is lit ablaze. Until a creature takes an
traits does not affect a creature's challenge rating, but it action to douse the fire, it takes fire damage equal to ld6
should still be done with an awareness of how the trait + half its challenge rating at the start of each of its turns.
will affect the difficulty of combat with the creature, es-
pecially given the PCs that will be fighting. For example, Melt. This creature is made of wax or another
adding a trait that is triggered by fire damage to a mon- substance that melts easily, but not as easily as ice. If it
ster that will be fighting a Flame Dancer fighter will takes fire damage, it becomes gooey; its speed is
always make the fight against it much easier. However, it reduced by 10 feet until the end of its next turn.
can also produce a fun and memorable encounter that
rewards your players for the choices they made when Thaw. This creature is held together by ice or another
leveling their characters. substance that melts easily, leaving weaker substances
beneath. If it takes fire damage, it partially thaws; its
ACID speed is reduced by 10 feet and its AC is reduced by 1
until the end of its next turn.
The following traits are triggered by acid damage.
Alchemically Reactive. This creature's body contains LIGHTNING
a substance that reacts explosively to strong acids. If it The following traits are triggered by lightning damage.
takes acid damage, it and each creature within 10 feet Conductive Melting. This creature conducts
of it take fire damage equal to one-third of the acid
damage dealt. electricity so well that the energy melts its body easily,
like a copper golem. If it takes lightning damage greater
Highly Soluble. This creature is easily dissolved by than or equal to 10 + its challenge rating, it partially
acids, like a rust golem. If it takes acid damage greater melts into a molten material For 1 minute, its speed is
than or equal to 10 + its challenge rating, it must make a halved, it has disadvantage on Strength checks, and it
Constitution saving throw. The DC equals 12 or half the deals only half damage with weapon attacks that use
acid damage dealt, whichever is higher. On a failed Strength, but it deals fire damage equal to half its
saving throw, it loses a random limb. See the table in challenge rating to any creatures grappling it at the start
the petrify spell (page 92) or the "Lingering Injuries" of each of its turns. It makes a Constitution saving
table in chapter 9 of the Dungeon Master's Guide for throw at the end of each of its turns, ending the effect
the effects of a lost limb. on a success. The DC equals 12 or half the lightning
damage dealt, whichever is higher.
COLD
Electrical This creature is powered or controlled by
The following traits are triggered by cold damage. a mysterious system of artifice and lightning energy. If it
Cold-Blooded This creature is easily exhausted in a takes lightning damage, it suffers a cumulative -2
penalty to attack rolls and ability checks and its speed is
cold environment. If it takes cold damage greater than reduced by 5 feet until the end of its next turn.
or equal to 10 + its challenge rating, it gains one level of
exhaustion, and until the end of its next turn, its speed Magnetic. This creature is magnetized by electricity.
is reduced by 10 feet and it has disadvantage on the If it takes lightning damage, it becomes magnetic until
next weapon attack it makes. This exhaustion is the end of its next turn. While magnetic, its speed is
removed from a creature when it finishes a short or long halved while walking on a metal surface, it has
rest in a warm environment. disadvantage on melee attacks made against targets
wearing metal armor, attacks using metal weapons have
Cold Fracture. This creature is composed of disadvantage against it, and it is pulled 10 feet toward
materials that expand, crack, and break when chilled If the nearest metal object that is larger than it at the start
it takes cold damage greater than or equal to 10 + its of each of its turns.
challenge rating, it also takes bludgeoning damage
equal to half the cold damage dealt. RADIANT
Freeze. This creature is made of something that The following traits are triggered by radiant damage.
freezes when chilled If it takes cold damage, it partially Ocular Being. This creature is mostly made of eyes
freezes; its speed is reduced by 20 feet until the end of
its next turn. or even a single eye that is weak to bright lights. If it
takes radiant damage greater than or equal to 10 + its
CHAPTER THREE DUNGEON MASTER'S CHEST
215
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
challenge rating, it is blinded for 1 minute. It makes a when it leaves the substance. When the creature ends
Constitution saving throw at the end of each of its turns, its turn not submerged in the fluid, it takes 2 necrotic
ending the effect on a success. The DC equals 12 or half damage and its speed is reduced by 5 feet until it
the radiant damage dealt, whichever is higher. returns to the fluid
Sunlight Sensitivity. This creature is accustomed to Planar Susceptibility. This creature is wounded by
pure darkness, like a drow. While in sunlight, it has planar travel When the creature teleports (willingly or
disadvantage on attack rolls, as well as on Wisdom not~ it takes ld6 force damage for every 5 feet it travels.
(Perception) checks that rely on sight. If it moves from one plane to another, it takes 50 force
damage, or only 15 force damage if it moved from the
Sunlight Hypersensitivity. This creature is burned Ethereal Plane or to it.
by sunlight, like a vampire. It takes 20 radiant damage
when it starts its turn in sunlight. While in sunlight, it Salt Susceptibility. This creature is dehydrated
has disadvantage on attack rolls and ability checks. when it touches salt, like a slug. For every 5 feet the
creature moves across salt, or for every pound of salt
THUNDER thrown onto it, it takes 2 necrotic damage.
The following traits are triggered by thunder damage. Unwieldy Height. This creature is so tall and precar-
Hard ofHearing. This creature has difficulty hearing iously balanced that gravity itself threatens it. The
creature has disadvantage on attack rolls against
and is easily deafened by loud sounds. If it takes targets that are more than two sizes smaller than it. If
thunder damage, it is deafened until the end of its next the creature is knocked prone when it wasn't already
turn, and it has disadvantage on Wisdom (Perception) prone, it takes bludgeoning damage equal to twice its
checks that rely on hearing for 1 minute. challenge rating that ignores its resistances.
Resonant. This creature is easily vibrated by strong Water Susceptibility. This creature is made of
sounds, causing its body to lock up momentarily. If it something cleansed, dissolved, or doused by water. For
takes thunder damage, it vibrates uncontrollably; its every 5 feet the creature moves in water, or for every
speed is halved until the end of its next turn. gallon of water splashed on it, it takes 1 cold damage if
doused, or 1 acid damage otherwise.
Sonic Vulnerability. This creature's exceptional
hearing also makes it weak to sonic attacks. If it takes
thunder damage greater than or equal to 10 + its
challenge rating, it must make a Constitution saving
throw. The DC equals 12 or half the thunder damage
dealt, whichever is higher. On a failed saving throw, it is
stunned until the end of its next turn.
0THERFLAWS
The following traits are triggered by certain substances
and effects instead of a particular damage type.
Darkness Susceptibility. This creature is made of
light, or something else that is smothered by darkness.
For every 5 feet the creature moves in darkness, it takes
2 necrotic damage. When the creature ends its turn
within darkness, it takes 10 necrotic damage.
Despised by the Sea. This creature is said to be
hated by water and the ocean. While it is submerged in
water, it must succeed on a DC 15 Constitution saving
throw or be restrained until the start of its next turn.
Fluid-Powered This creature is animated by a par-
ticular fluid, such as water or lava. While the creature is
not submerged in the fluid, it is an object.
Gas Intolerant. This creature requires very clean air,
like someone with poor health or a spirit of cleanliness.
When the creature starts its turn within dust, gas, or
vapor, it must succeed on a DC 15 Constitution saving
throw or spend its action that turn retching and reeling
and have its speed reduced by half for that turn.
Harmed by Running Water. This creature is magic-
ally harmed by running water, like a vampire. It takes 20
acid damage when it ends its turn in running water.
Leaking Fluid This creature is filled with an anim-
ating fluid, such as water or oii that leaks out of its body
216 CHAPTER THREE IDUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O)
ALTERNATE MONSTER SPELLS ORO EYE OF THE STORM
ADM can use these alternate spell lists for particular For Ore Eye ofGruumsh, Monster Manual page 247
monsters. These lists utilize new and existing spells to
transform a monstrous spellcaster from one variety of Cantrips (at-will): guidance, gust,* thunderclap*
magic to another for a different or altered theme. Spells l st level (4 slots): Radic's sudden spark (new),
marked with an asterisk can be found in Xanathar's
Guide to Everything. thunderwave
2nd level (2 slots): gust ofwind, spiritual weapon
HELLFIRE KNIGHT SAHUAGIN TIDEHUNTER
For Death Knight, Monster Manual page 47 For Sahuagin Priestess, Monster Manual page 2 64
l st level (4 slots): command, hellish rebuke, searing Cantrips (at-will): shape water,* water spout (new)
l st level (4 slots): create or destroy water, fog cloud,
smite
2nd level (3 slots): cannon blast (new), hold person grease
3rd level (3 slots): fireball, stinking cloud 2nd level (3 slots): drown (new), spiritual weapon
4th level (3 slots): banishment, wall of fire 3rd level (3 slots): tidal wave,* wall ofwater"
5th level (2 slots): blazing thunderbolt strike (new)
LICH FROSTLORD CLOUD GIANT WINDLING
For Lich, Monster Manual page 202 For Cloud Giant Smiling One, Volo 's Guide page 746
Cantrips (at-will): frostbite,* mage hand, ray of frost Cantrips (at-will): gust, mage hand, topple (new)
l st level (4 slots): detect magic, ice knife,* magic l st level (4 slots): cure wounds, disguise self, glide
missile, shield (new), thunderwave
2nd level (3 slots): gust ofwind, ice sculpture (new), 2nd level (3 slots): gust of wind, invisibility
3rd level (3 slots): gaseous form, wind wall
invisibility, mirror image
3rd level (3 slots): animate dead, cold snap (new), GRUNG RAIN DANCER
dispel magic, sleet storm For Grung Wildling, Vo/o's Guide page 757
4th level (3 slots): frost armor (new), ice storm l st level (4 slots): create or destroy water, fog cloud
5th level (3 slots): cone ofcold, scrying 2nd level (3 slots): drown (new), lesser restoration
6th level (1 slot): otiluke's freezing sphere, wall ofice 3rd level (3 slots): wall ofwater"
7th level (1 slot): finger ofdeath, globe ofwinter
8th level (1 slot): dominate monster, encasing ice (new)
9th level (1 slot): deep freeze (new)
LIZARDFOLK MUCKSHAPER HOBGOBLIN ILLUMINATOR
For Lizardfolk Shaman, Monster Manual page 205 For Hobgoblin Devastator, Volo 's Guide page 76 7
Cantrips (at-will): mold earth,* shape water,* water Cantrips (at-will): guidance, light, sacred flame, word of
spout (new) radiance*
l st level (4 slots): beluud's corrosive caress (new), l st level (4 slots): color spray, flash (new), guiding bolt
2nd level (3 slots): locate object, see invisibility,
entangle
2nd level (3 slots): barkskin, drown (new) scorching ray
3rd level (2 slots): erupting earth, tidal wave* 3rd level (3 slots): crusader's mantle, daylight, fireball
4th level (1 slot): sickening radiance*
MUMMY DUNESPEAKER
TORTLE SEED SPREADER
For Mummy Lord, Monster Manual page 229
Cantrips (at-will): mold earth,* weathering (new) For Tortle Druid, Mordenkainen's Tome page 242
l st level (4 slots): command, shield of faith Cantrips (at-will): druidcraft, tend plants (new), thorn
2nd level (3 slots): dust devil,* earthbind,* spiritual
whip
weapon l st level (4 slots): create or destroy water, entangle,
3rd level (3 slots): sand cloak (new), wall ofsanc/1<
4th level (3 slots): hallucinatory terrain, stone shape goodberry, thunderwave
5th level (2 slots): sinking maw (new}, transmute rock* 2nd level (3 slots): locate animals or plants, spike
6th level (1 slot): move earth, seismic jaws (new)
growth
CHAPTER THREE DUNGEON MASTER'S CHEST 217
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW
MAGIC ITEMS CIRCLET OF MASONRY
Wondrous Item, uncommon (requires attunement)
elics and artifacts of magical power come
in a variety of forms. The four elements While you're wearing this austere stone circlet, you have
and the other primordial forces are often proficiency with mason's tools, and whenever you make
integral to the enchantments upon such an Intelligence (History) check related to the origin of
magic items, from the classic fiery sword, stonework, you are considered proficient in the History
to a barnacled ring of the ocean, to armor skill and add double your proficiency bonus to the
that wards against something like acid or check, instead of your normal proficiency bonus.
lightning. Magical treasures may channel
these energies or protect against them. In addition, you can use your action and speak the
This section presents an assortment of magic items circlet's command word to gain tremorsense that ext-
that fit with the themes of this compendium. See the ends out to a range of 60 feet for 10 minutes or until
Dungeon Master's Guide for the rules on magic items. your concentration ends (as if concentrating on a spell}
Spells that are listed in an item's description as "new" If you are a dwarf, the range is doubled and the effect
are from this compendium. Spells with an asterisk are lasts for up to 1 hour instead of 10 minutes. The circlet
from Xanathar's Guide to Everything. can't be used in this way again until the next dawn.
AMULET OF ACID-PROOFING COLDFLAME WEAPON
Wondrous Item, uncommon (requires attunement) Weapon, rare (requires attunement)
While wearing this amulet, you have resistance to acid You can use a bonus action to speak the command word
damage, equipment that you are holding or carrying for this magic weapon, causing icy blue flames to erupt
can't be harmed by acid, and the base AC of armor that from the striking end These flames shed dim light in a
you're wearing can't be reduced by attacks or effects 30-foot radius. While the sword is ablaze, its wielder
that deal acid damage. has resistance to fire damage, it deals an extra ld8 cold
damage to any target it hits with a melee attack, and any
ARMOR OF ENDLESS WINTER fire damage those attacks would deal instead becomes
Armor (medium or heai,yj legendary (requires cold damage. The flames last until you use a bonus
attunement) action to speak the command word again or until you
drop or sheathe the weapon.
While wearing this frozen armor, you have resistance to
cold damage, you have a +2 bonus to AC, and when you This weapon is not flammable regardless of the
are hit with a melee attack by an attacker within 5 feet, materials used in its construction. Cold damage dealt by
if the attacker doesn't have resistance or immunity to the weapon is maximized against fire elementals.
cold damage, its speed is reduced by 15 feet and it has
disadvantage on weapon attack rolls until the end of its
next turn.
ARMOR OF SHINING
Armor (any metal armorj rare (requires attunement)
This armor never gets dirty. When the armor is in dim
or bright light and no one wearing or carrying the armor
is hiding, the armor glints and gleams as if the light was
shining directly on it.
While wearing the armor, you can use a bonus action
on your turn and speak the armor's command word to
cast the new shining armor spelL without requiring con-
centration. The armor can't be used this way again until
the next dawn.
BROOCH OF THORNS
Wondrous Item, rare (requires attunement)
This brooch is crafted from vines and bark and covered
with thorns that don't pierce the wearer. At the start of
each of your turns while wearing it, you can deal 1d8
piercing damage to each creature that is grappling you.
In addition, you deal ld4 bonus piercing damage when
you hit with an attack using your natural weapons.
218 CHAPTER THREE IDUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O)
CRIMSON AsH GLOVES EARTHQUAKE WEAPON
Weapon (bludgeoning melee weapon) very rare
Wondrous Item, uncommon (requires attunement) (requires attunement)
These ashen leather gloves are warded against flame. You gain a +2 bonus to attack and damage rolls made
While wearing them, you aren't damaged by the heat of with this magic weapon. In addition, the weapon has 3
any objects you're holding, and you are immune to the charges, and it regains all expended charges daily at
effects of the heat metal spell upon those objects. dawn. When you make an attack with this weapon, you
can replace the attack by speaking the weapon's
In addition, the gloves have 2 charges, and they regain command word and expending 1 charge to cast
all expended charges daily at dawn. You can use your thunderwave or to cast earth tremor (from Xanathar's
reaction to expend 1 charge when you take fire damage Guide to Everything1 using your Strength score as the
to put a free hand up and ward against the flames using spellcasting ability score.
the gloves. You make a Dexterity (Sleight of Hand) check
and reduce the fire damage you take by 10 + the result.
DRAG0NGUARD SHIELD ELEMENTAL OIL
Shield, rare (requires attunement) Potion, rarity varies
While holding this shield, you have a +1 bonus to AC, and This alchemical oil can coat one weapon or up to 12
when you are forced to make a Dexterity or Constitution pieces of ammunition. Applying the oil takes 1 minute.
saving throw for an effect that deals a particular type of For 1 hour, the coated item is magical and deals bonus
damage determined by the shield's creation, you can use damage on a hit. The amount and type of damage are
your reaction to place the shield in the path of the effect both determined by the type of oil (see the table below}
and block it using the shield
Type of Oil Bonus Damage Rarity
You take no damage from the effect. If it affects an Fire Oil
area, the effect treats your space as total cover, potentially Frost Oil l d6 fire damage Uncommon
changing the area that it affects. Each creature in the area Storm Oil
that you're granting cover to has advantage on any saving Singing Oil l d6 cold damage Uncommon
throws against the effect, and on a success they take no Brilliant Oil
damage if they would normally take half damage on a Arcane Oil l d6 lightning damage Uncommon
successful save. The shield can't be used in this way Devouring Oil
again until the next dawn. Slaying Oil l d8 thunder damage Rare
The DM chooses the type of damage blocked by the l d8 radiant damage Rare
shield or determines it randomly from the options below.
2d6 force damage Very Rare
3d4 acid damage Very Rare
d6 Damage Type d6 Damage Type 3d6 necrotic damage Legendary
l Acid
4 Lightning Fire Oil This red-orange, slippery oil sparkles with
2 Cold 5 Poison flecks of gold and produces a sulfurous smell when
3 Fire 6 Radiant used A coated item bursts into flame when it is moved
quickly, such as when it is used to make an attack, and
ignites if it is flammable.
Frost Oil This blue-white oil is viscous and freezing
cold When used, the oil produces a minty smell and
freezes into rime upon the coated item for the duration.
Storm Oil This ocean green-blue oil is filled with
flecks of green-yellow material and produces the smell
of a thunderstorm when used A coated item becomes
charged with static and, if it is metallic, also slightly
magnetic for the duration.
Singing Oil This silvery-gray oil is flecked with
shreds of iron and tin, and it rings melodically as it
swirls inside its container. When used, the oil produces
a range of harmonic chords at a pleasant volume and
soaks into the weapon, which gives off a humming
sound for the duration. While the weapon is drawn, the
sound can be heard up to 60 feet away.
Brilliant Oil This golden-yellow oil gives off a faint
golden light. When used, the oil sparkles like gemstones
and soaks into the weapon, which sheds bright light in a
20-foot radius and dim light for an additional 20 feet for
the duration. Sheathing the weapon blocks the light.
CHAPTER THREE DUNGEON MASTER'S CHEST 219
D&D UNLEASHED (vl.O)
Arcane Oil This pearlescent pinkish oil is flecked saving throw at the end of each of its turns, ending the
with rainbow sparkles that change color every few effect on a success.
seconds. When used, the oil vanishes from the weapon,
which hums with silent but tangible arcane power for Smogbreath Ichor (Injury} A creature subjected to
the duration. this blue-black poison must make a DC 17 Constitution
saving throw, taking 31 (9d6) poison damage on a failed
Devouring Oil This noxious-looking purple oil gives save, or half as much damage on a successful one. Air
off fumes reminiscent of the smell of stomach acid elementals have disadvantage on the saving throw, and
when used The strange alchemy used to create the oil when an air elemental fails the saving throw, it is
ensures that it will only dissolve living materiai so the poisoned and can't use any abilities that recharge for 1
coated item will remain unharmed (unless it is alive1 minute. It repeats the saving throw at the end of each of
but constructs and undead are immune to the bonus its turns, ending the effect on a success.
damage.
GLIDING CLOAK
Slaying Oil White flecks of bone can be seen
suspended in this black slime. When used, the oil Wondrous Item, uncommon
produces a putrid smell and seeps into the coated item,
which gives off a foul-smelling black smoke for the This magic cloak can be held in two hands by the
duration. Constructs and undead are immune to the wearer and used as a glider. While you are using the
oil's bonus damage. cloak in this way, you fall no faster than 100 feet per
round, you can move up to 2 feet horizontally for every 1
ELEMENTAL POISON foot you descend while falling, and you do not take
falling damage.
Potion, very rare
Your aerial movements using this cloak are highly
These mysteriously-crafted alchemical poisons are affected by air currents, and you can be blown off-course
designed to even affect elementals and made only by the if the wind around you is significantly unfavorable.
most capable of alchemists. When an elemental is
subjected to one of these poisons, the poison affects the If you stop holding the cloak with two hands at any
elemental as if it didn't have any immunity or resistance time while you're using it, you fall at full speed if you are
to poison damage or the poisoned condition. still aloft, unless you can stop the fall
Each poison is applied to a weapon - one dose can LIGHTNING Ron
coat one weapon or piece of ammunition. Applying the
poison takes 1 minute. A creature that takes slashing or Rod, rare (requires attunement)
piercing damage from a weapon or pierce of ammunition
coated with the poison is subjected to its effects. While holding this magical rod, when you or a creature
that you can see within 30 feet of you takes lightning
Deep-Earth Solvent (Injury} A creature subjected to damage, you can use your reaction to speak the rod's
this greenish poison must make a DC 19 Constitution command word and absorb the lightning into the rod
saving throw, taking 38 (1 ld6) poison damage on a The triggering creature takes no lightning damage, and
failed save, or half as much damage on a successful one. gains resistance to lightning damage until the end of its
Earth elementals have disadvantage on the saving next turn. The rod can't be used in this way again until
throw, and when an earth elemental fails the saving the next dawn.
throw, it gains vulnerability to all damage for 1 minute.
It repeats the saving throw at the end of each of its Until the end of your next turn, you can use an action
turns, ending the effect on a success. to blast one target that you can see within 120 feet with
the lightning stored in the rod You make a ranged spell
Dire Fen Sludge (Injury} A creature subjected to attack against the target using a +8 bonus. On a hit, the
this dark purple poison must make a DC 18 Constitution target takes 8d8 lightning damage and is pushed 20 feet
saving throw, taking 35 (10d6) poison damage on a away from you and knocked prone.
failed save, or half as much damage on a successful one.
Water elementals have disadvantage on the saving
throw, and when a water elemental fails the saving
throw, it is poisoned and can't use any abilities that
recharge for 1 minute. It repeats the saving throw at the
end of each of its turns, ending the effect on a success.
Extinguishing Foam (Injury} A creature subjected
to this gray poison must make a DC 18 Constitution
saving throw, taking 35 (10d6) poison damage on a
failed save, or half as much damage on a successful one.
Fire elementals have disadvantage on the saving throw,
and when a fire elemental fails the saving throw, any fire
damage it deals for the next 1 minute is halved, and its
speed is halved for the same duration. It repeats the
220 CHAPTER THREE IDUNGEON 'MASTER'S CHEST
D&D UNLEASHED (vl.O)
a DC 25 Dexterity saving throw. On a failed saving throw,
a creature takes 12d12 fire damage, or half as much
damage on a success. This damage ignores resistance.
The effect damages objects in the area and ignites any
flammable objects in the area.
Immediately after being unleashed, the orb rockets
into the sky and flies up to lOdlO + 50 miles away in a
random direction, landing like a small meteor, where it
remains heated until it cools.
RING OF MAKESHIFT IMMUNITY
Ring, uncommon
While wearing this ring, if you have resistance to a
particular type of damage granted from at least two
different sources (such as a spell and a racial trait, or a
class feature and a magic item1 you also have immunity
to that damage type.
The DM chooses the type or determines it randomly
from the options below.
ORB OF PRIMAL FIRE dlO Damage Type dlO Damage Type
l Acid 6 Necrotic
Wondrous Item, legendary 2 Cold 7 Poison
3 Fire 8 Psychic
This orb of orange-red crystal resembles crystalized fire 4 Force 9 Radiant
shaped and smoothed into a roughly spherical shape 5 Lightning 10 Thunder
that fits perfectly in most hands. It carries a single point
of yellow-orange light in its center that leaves the orb RING OF POSEIDON
dimly visible in any darkness, even in magical darkness
where any light should be smothered Ring, very rare (requires attunement)
Anyone holding the orb can use an action and speak While wearing this ring, you have advantage on saving
the magical word for fire to activate the orb. If the user throws if you are submerged in water, and you have a
succeeds on a DC 21 ability check using a spellcasting swimming speed equal to your walking speed
ability that it can use to cast spells, it can choose to cast
fire storm. Otherwise, it casts the new combustion speli RING OF STRANGE ENERGY
and the spell doesn't use concentration, stays centered
on the orb, and can't be ended early unless dispelled Ring, rare (requires attunement)
Unless it succeeded on the ability check, the user can't
choose any targets to be unaffected by the spell These While wearing this ring, your spells and abilities are
spells use a DC 21 for their spell save DC. augmented by a strange energy. When you deal damage
of a particular type determined by the type of ring using
Once the orb has been used, it becomes searing hot a spell or class feature, you ignore resistance to that
for 3d4 days, as if affected by a heat metal spell It can't damage type unless the creature also has resistance or
be cooled or dispelled by any means, and flammable immunity to a secondary damage type, and you treat
objects that touch the orb instantly ignite. While the orb vulnerability to that second damage as vulnerability to
is heated, it can't be used to cast fire storm by any user both damage types.
that isn't wearing crimson ash gloves and doesn't have
immunity to fire damage, because concentrating on The DM chooses the type of ring or determines it
holding the searing orb is too painful If the orb is used randomly from the options below.
while it remains heated, it has a 25 percent chance to be
unleashed This chance increases by 25 percent each Type of Ring 1st Damage Type 2nd Type
time the orb fails to be unleashed while heated, lasting Ring of Cold Flame Fire Cold
until the orb cools down. Ring of Hungry Fire Fire Acid
Ring of Lunar Frost Cold
If the orb is unleashed, flame blasts out from the orb, Ring of Tempest Rime Cold Radiant
filling a 60-foot sphere centered on the orb that spreads Ring of Searing Sparks Lightning
around corners. The user that activated the orb dies and Ring of Roaring Storm Lightning
is turned to ashes. Each creature in the area must make Ring of Planar Echoes Lightning Fire
Ring of Eldritch Bile Thunder Thunder
Acid Force
Force
CHAPTER THREE DUNGEON MASTER'S CHEST
221
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
SMASHING MALLET The staff regains ld6 + 4 expended charges daily at
Weapon (light hammer, mace, or warhammer) very rare dawn. If you expend the last charge, roll a d20. On a 1,
(requires attunement) the staff vanishes in a flash of light and is destroyed
You gain a +1 bonus to attack and damage rolls made STAFF OF STONE
with this magic weapon. Attacks made with the weapon Staff, very rare (requires attunement by a cleric, druid,
also deal ld6 bonus thunder damage that is maximized sorcerer, warlock, or wizard)
against constructs, objects, and earth elementals.
You have resistance to poison damage and you can't be
When you hit a target with an attack using this weapon, petrified while you hold this staff.
you can speak the hammer's command word The attack
deals 3dl0 bonus thunder damage, and the target must The staff has 10 charges. While holding it, you can use
succeed on a DC 15 Constitution saving throw or be an action to expend 1 or more of its charges to cast one of
stunned until the start of your next turn. This thunder the following spells from it, using your spell save DC:
damage is maximized against constructs, objects, and stone blast (new) (1 charge} meld into stone (3 charges}
earth elementals. Once you have done so, the hammer stone shape (4 charges} or wall ofstone (5 charges}
can't be used in this way again until the next dawn.
The staff regains ld6 + 4 expended charges daily at
STAFF OF BEASTS dawn. If you expend the last charge, roll a d20. On a 1,
Staff, very rare (requires attunement by a cleric or the staff crumbles into dust and is destroyed
druid)
STAFF OF THE ELEMENTS
You can speak with beasts as if you are under the effects Staff, legendary (requires attunement by a druid,
of a speak with animals spell while you hold this staff. sorcerer, warlock, or wizard)
The staff has 10 charges. While holding it, you can You have resistance to acid, cold, fire, lightning, and
use an action to expend 1 or more of its charges to cast thunder damage while you hold this magical staff.
one of the following spells from it, using your spell save
DC: animal friendship (1 charge} conjure critters (new) The staff has 50 charges for the following properties.
(1 charge} conjure animals (3 charges} dominate beast It regains 4d6 + 2 expended charges daily at dawn. If
(4 charges} or sanctuary(lasts for 10 minutes and only you expend the last charge, roll a 20. On a 20, the staff
wards against beasts, 1 charge} regains ld12 + 1 charges.
The staff regains ld6 + 4 expended charges daily at Command Elemental While holding the staff, you
dawn. If you expend the last charge, roll a d20. On a 1, can use an action to expend some of its charges to
the staff transforms into loose fur and is destroyed attempt to command an elemental you can see within
60 feet. This ability costs a number of charges equal to
STAFF OF CORROSION the target's challenge rating (minimum 1 charge} You
Staff, very rare (requires attunement by a sorcerer, can choose to control the elemental or banish it.
warlock, or wizard)
If you choose controi the target must succeed on a
You have resistance to acid damage and your equipment Wisdom saving throw against your spell save DC or be
is immune to acid damage while you hold this staff. charmed by you for 1 hour. If you or creatures that are
friendly to you are fighting it, it has advantage on the
The staff has 10 charges. While holding it, you can saving throw. While charmed in this way, the elemental
use an action to expend 1 or more of its charges to cast can understand your verbal commands and does its
one of the following spells from it, using your spell save best to obey them.
DC: Beluud's corrosive caress (new) (1 charge} Melf's
acid arrow(2 charges} glistening acid slick (new) (4 If you choose banishment, the target must succeed on
charges} or water to acid (new) (4 charges} a Charisma saving throw against your spell save DC or
suffer the full effects of a banishment spell which does
The staff regains ld6 + 4 expended charges daily at not require concentration. The target has disadvantage
dawn. If you expend the last charge, roll a d20. On a 1, on this saving throw if your spell save DC is greater
the staff dissolves into slime and is destroyed than its challenge rating.
STAFF OF LIGHT Spells. While holding the staff, you can use an action
Staff, very rare (requires attunement by a cleric, to expend some of its charges to cast one of the following
sorcerer, warlock, or wizard) spells from it, using your spell save DC and spellcasting
ability: chromatic orb (8th-level version, 6 charges}
You have resistance to radiant damage and you can cast conjure elemental (7 charges} conjure minor elementals
the lightcantrip at-will while you hold this staff. (6 charges} elemental bane* (4 charges} elemental
weapon (3 charges} plane shift (to elemental planes only,
The staff has 10 charges. While holding it, you can 7 charges} primordial tides (new) (8 charges} primordial
use an action to expend 1 or more of its charges to cast ward* (5 charges} or shelter from energy (new) (7
one of the following spells from it, using your spell save charges} You can also use the staff to cast the planar ally
DC: flash (new)(l charge} daylight(3 charges} holy glare (6 charges) or planar binding(5 charges) spells using
(new) (4 charges} or shining armor (new) (5 charges} their normal casting times, but only to affect elementals.
CHAPTER THREE IDUNGEON 'MASTER'S CHEST
222 FANMADE HOMEBREW THE ELEMENTS AND BEYOND
D&D UNLEASHED (vl.O)
You can also use an action to cast one of the following STAFF OF THE GLACIER
spells from the staff without using any charges: chromatic
orb, control flames,* detect magic, gust,* dragon's breath,* Staff, legendary (requires attunement by a druid,
mold earth,* protection from energy, or shape water.* sorcerer, warlock, or wizard)
Transmute Elements. You can use an action to break While you hold this magical staff, you have resistance to
the staff over your knee or against a solid surface, which cold damage, fire damage, and necrotic damage, and
releases elemental magic that alters the form of each you gain a +2 bonus to the damage rolls of spells you
creature and object within a number of feet equal to 5 x cast that deal cold damage.
one-third of the number of charges in the staff, mixing
and warping the elements. Ground, water, and air in the The staff has 50 charges for the following properties.
area is transformed to slurry: heavily obscured water It regains 4d6 + 2 expended charges daily at dawn. If
that is difficult terrain. The staff is destroyed Each other you expend the last charge, roll a 20. On a 20, the staff
creature and object in the area must make a DC 20 regains ld12 + 1 charges.
Constitution saving throw. On a failed saving throw, a
target takes 6d12 force damage and is stunned until the Glacial Transformation. You can use an action to
end of its next turn. On a successful save, it takes half as raise the staff high whenever you are not indoors or
much damage and isn't stunned A creature killed by underground and dissolve it into icy winds above you.
this effect is transformed into slurry. The winds scatter into the sky, and the staff is destroyed
STAVES OF FIRE AND FROST Over the next 50 days and 1 hour, snow falls within 1
This chapter contains the rules for a staffofearth mile of that location and magically forms into a small
and for a staffof wind, but what of the other two glacier covering that area. Then the glacier begins to
elements? You can find the official rules for the move normally, and the weather returns to normal (for a
staffoffire and staffoffrost magic items in the glacier). The glacier has a radius of at least 1 mile, and
Dungeon Master's Guide, on pages 201 and 202. the DM determines its overall size, shape, speed, and
temperature. The time it takes the glacier to form is
reduced by one day for each charge in the staff. If this
9th-level spell effect is dispelled before the glacier
finishes forming, the snow and the glacier vanish.
Snow Flurry. While holding the staff, you can use an
action to expend up to 5 charges to fill the area within
15 feet of you with frigid snowy winds. Each creature
other than you in the area succeed on a Constitution
saving throw against your spell save DC, or else take
4d8 cold damage plus ld8 additional cold damage for
each charge expended and have its speed reduced by 15
feet until the end of its next turn. Ground in the area is
covered with snow and becomes difficult terrain for the
next 10 minutes, or 1 minute in a hot environment.
Spells. While holding the staff, you can use an action
to expend some of its charges to cast one of the follow-
ing spells from it, using your spell save DC and spell-
casting ability: cold snap (new) (3 charges1 cone ofcold
(9th-level version, 7 charges1 control weather(can't
change temperature to stages 1-3, 7 charges1 death
ward (4 charges1 encasing ice (new) (10 charges1 feign
death (3 charges1 frost armor (new) (4 charges1 ice
storm (4 charges1 Otiluke's freezing sphere (6 charges1
sleet storm (3 charges1 or wall ofice (6 charges).
You can also use an action to cast one of the following
spells from the staff without using any charges: fog
cloud, frostbite,* gust,* gust ofwind, ice sculpture (new),
ray of frost, or shape water.*
STAFF OF THE VOLCANO STAFF OF WIND
Staff, legendary (requires attunement by a druid, Staff, very rare (requires attunement by a bard, druid,
sorcerer, warlock, or wizard) sorcerer, warlock, or wizard)
While you hold this magical staff, you have resistance to While you hold this staff, you have resistance to thunder
cold damage, fire damage, and poison damage, and you damage and you can cast the feather fall spell at-wilL
gain a +2 bonus to the damage rolls of spells you cast without expending a spell slot or requiring components.
that deal fire damage.
The staff has 10 charges. While holding it, you can
The staff has 50 charges for the following properties. use an action to expend 1 or more of its charges to cast
It regains 4d6 + 2 expended charges daily at dawn. If one of the following spells from it, using your spell save
you expend the last charge, roll a 20. On a 20, the staff DC: swoop (new) (1 charge), thunderwave (1 charge),
regains ld12 + 1 charges. gust ofwind (2 charges), fly (3 charges), wind wall (3
charges), or cyclone (new) (4 charges),
Magma Bolt. While holding the staff, you can use an
action to expend up to 5 charges to blast one target that The staff regains ld6 + 4 expended charges daily at
you can see within 60 feet. You make a ranged spell dawn. If you expend the last charge, roll a d20. On a 1,
attack against the target using your spellcasting ability. the staff dissolves into mist and is destroyed
On a hit, the target takes 6d6 fire damage plus 2d6 STORMCHASER SPEAR
additional fire damage for each charge expended, and it Weapon (javelin or spear), very rare (requires
must succeed on a DC 20 Dexterity saving throw or be attunement)
restrained by the hardening rock. A creature can make a
DC 15 Strength (Athletics) check as an action, freeing When you hit with an attack using this magic weapon,
itself or a creature within reach from the rock on a the target takes an extra ld8 lightning damage. Also,
success. The rock has AC 17 and hit points equal to 5 + while you hold the weapon, you have resistance to
the number of charges expended, and it is immune to lightning damage.
fire, poison, and psychic damage.
In addition, you can use an action and speak the
Spells. While holding the staff, you can use an action weapon's command word, pointing the weapon at a
to expend some of its charges to cast one of the follow- location and surging as a bolt of lightning to that point.
ing spells from it, using your spell save DC and spell- You cast the new beluud'.s brutaljauntspell targeting a
casting ability: caldera (new) (magma version only, 16 location within range. The spell deals lightning damage
charges), erupting earth* (3 charges), fireball (9th-level instead of force damage, it is cast at 5th-leveL and the
version, 7 charges), fire shield (4 charges), incendiary spell's range is doubled Once this ability has been used,
cloud (8 charges), molten upheaval (new) (5 charges), it can't be used again until the next dawn.
move earth (6 charges), pyrokinesis (new) (1 charge),
stinking cloud (3 charges), wall oflava (new) (10
charges), or wall of fire (4 charges),
You can also use an action to cast one of the following
spells from the staff without using any charges: burning
hands (3rd-level version), control flames,* fire bolt, fog
cloud, heat metal, mold earth,* or pyrotechnics.*
Volcanic Transformation. You can use an action to
plant the staff into the ground in your space when you
are not indoors and dissolve it into magma. This can be
done underground The magma shoots into the ground
and deep into the earth, and the staff is destroyed
Over the next 50 days and 1 hour, a small volcano
grows from the ground in that location with a radius of
1 mile at its base, as if the new caldera spell had been
used repeatedly at that location. The time it takes the
volcano to appear is reduced by one day for each charge
in the staff. If this 9th-level spell effect is dispelled
before the volcano finishes appearing, the ground
returns to its original state.
224 CHAPTER THREE IDUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
'TRAVELER'S TASSEL OF THROWING EPIC BOONS
Wondrous Item, uncommon
Epic boons are special powers granted to characters of
This gold-threaded tassel was designed by a warrior 20th level or higher, as a way for characters to grow in
who always lost their favorite weapons during battle on power without levels or magic items, as described in
the road You can spend 10 minutes to attach this tassel Chapter Seven of the Dungeon Master's Guide.
to the handle of one weapon or detach it from a weapon.
While the tassel is attached to a weapon, the weapon is The following additional boons are available. When a
magical When you throw the weapon as part of an boon allows you to cast a spelL the spellcasting ability is
attack on your turn, whether it hits or misses, the your highest ability score.
weapon flies back into your hand a moment later.
Spell Save DC =8 + your proficiency bonus +
WEAPON SCROLL
Scron rarity varies your spellcasting modifier
This magical scroll functions similarly to a spell scroll, Spell attack modifier =your proficiency bonus +
except that it is activated by striking the unfurled scroll
with a weapon, destroying the scroll This can be done your spellcasting modifier
in place of an attack as part of the Attack action on the
wielder's turn. Doing so casts the scroll's spell upon the BOON OF ANIMAL VENERATION
weapon without requiring the ability to cast spells. The You can cast animal friendship and the new conjure
caster is the wielder who struck the scroll The spell- critters spell at-wilL without using a spell slot, but you
casting ability for the spell is the ability score the caster can only target or conjure a particular kind of animal
used to make the weapon attack. determined by the boon, such as snakes, cats, birds of
prey, or even dinosaurs.
Weapon scrolls can only be made for spells that can
target a weapon, such as magic weapon, holy weapon*, BOON OF FIERY SPEED
or the new flaring weapon spell A weapon scroll is one You can cast the new trailblazer spell without using a
rarity level higher than the equivalent spell scroll would spell slot or any components. When you do, each
be. For example, a 5th-level spell scroll is rare, but a 5th- creature of your choice that can see and hear you can
level weapon scroll of the same spell is very rare. use its reaction to prepare to run. At the start of its next
turn, it dashes without using any actions to do so.
WHIRLWIND WEAPON
Weapon (glaive, greataxe, greatsword, or maul) very Once you do this, you can't use this boon again until
rare (requires attunement) you finish a long rest.
You gain a +2 bonus to attack and damage rolls made BOON OF ELECTRIC HASTE
with this magic weapon. In addition, the weapon has 3 You can use a bonus action to cast the new storm god's
charges, and it regains all expended charges daily at haste spell targeting yourself without using a spell slot
dawn. You can speak the weapon's command word and or any components. Once you do this, you can't use this
expend 1 charge to cast cyclone strike (new), using this boon again until you finish a long rest.
weapon to make the spell's attacks. You have advantage
on those attacks. You can also spend 1 charge to cast BOON OF GAIA'S TOUCH
gale weapons (new) targeting only this weapon, without You can cast awaken or the new force ofnature spell
requiring concentration. without using a spell slot or material components, but
you can only target plants when you do so. Once you do,
you can't use this boon again until you finish a long rest. 225
BOON OF MAGIC PHYSIQUE
You can cast the new enhance body spell on yourself
without using a spell slot or components. Once you do,
you can't use this boon again until you finish a long rest.
BOON OF THE GoLEM PILOT
You can cast the new golem armor spell without using a
spell slot or any components. You gain this boon as
either ice, lava, metal, or stone, and you always summon
that kind of golem armor. Once you do this, you can't
use this boon again until you finish a long rest.
BOON OF SLICING POWER
You can cast the new force strike spell at-wilL and you
can cast the annihilation disk spell without using a spell
slot if you're wielding a melee weapon you're proficient
with that deals slashing damage. Neither spell requires
components. Once you cast annihilation disk in this
way, you can't do so again until you finish a long rest.
CHAPTER THREE DUNGEON MASTER'S CHEST
D&D UNLEASHED (vl.O)
APPENDIXA - NEW RULES & CONDITIONS
MULTIPLE CREATURE TYPES monsters, and effects in this compendium. At the DM's
discretion, it can also be caused by certain natural
Some monsters and player character races in this com- events, such as being submerged in a landslide, cave-in,
pendium have multiple creature types, instead of only or avalanche, or by simply being buried alive.
one. A creature with multiple types can be affected by a
game effect if it works on any of the creature's types. To be buried, a target must be trapped in a substance
This includes restrictions. For example, a creature that which is too solid to swim or fly through. Without a
is both a fey and an undead cannot be affected by any suitable substance to be buried in, a target cannot suffer
effects that can't affect undead, even if it can affect fey. from this condition. If a creature or object is only
partially buried, it does not suffer from this condition.
If a game effect can't be adjudicated this way and you
must treat the creature as one of its types, you should The substance it is buried in provides total cover from
treat player characters as humanoids, and treat NPCs all directions. Unless the viewer can see through that
and monsters as the creature type listed in the normal substance, it also blocks line of sight. In addition, a
position on their stat block, rather than the type or types buried creature suffers the following ailments while it
named within their hybrid traits. remains buried:
NEW CONDITIONS • It cannot use blindsight, and it is deafened unless it
has tremorsense.
This compendium presents two new conditions to go
along with those in the Player's Handbook- the new • It is paralyzed, except that it is not incapacitated
conditions ablaze and buried If your DM desires, they • It cannot breathe or provide somatic components for
can also make use of these new conditions in their own
ways, such as when designing new monsters, spells, spells. If it normally needs to breathe, it can't speak
magic items, etc. or provide verbal components, it has disadvantage
on saving throws made to maintain concentration,
ABLAZE and it must hold its breath or suffocate.
When a creature is on fire, either magical or nonmagical A creature cannot be buried in a substance that it can
fire, it is ablaze. Ablaze is a new condition that unifies swim or burrow through. If a buried creature gains this
similar effects caused by some spells, monsters, and capability after being buried, it immediately stops
effects in not only this compendium, but in the officially suffering from this condition. A creature is also immune
published material as well If a spell or effect describes to this condition if it is immune to any of the grappled,
lighting a creature on fire, lighting it ablaze, igniting it, restrained, or paralyzed conditions.
or causing it to start burning, that creature is ablaze.
A creature that is ablaze will take ldlO fire damage at
the start of each of its turns, unless the effect that
caused the flame specifies an amount of damage
instead Some effects, like the immolation or searing
smite spells, cause a different amount of damage.
Putting out the fire causing a creature to be ablaze
varies in difficulty depending on what caused the fire.
Nonmagical flame can be doused easily- a creature
can take an action to douse the fire if the fire is within
their reach, or if they have other means of dousing
flame from further away, such as the control flames
spell If the flame is submerged in water or a similarly
smothering fluid, it is doused automatically.
Magical flame can be more difficult to douse,
depending on the source. For example, the searing
smite spell can be doused as easily as any nonmagical
fire but the flames from the immolation spell can only
be doused by ending the spelL either with a successful
saving throw or an effect like dispel magic.
BURIED
When a creature is surrounded on all sides by a solid
substance that it cannot move through, it is buried.
Buried is a new condition caused by some spells, items,
226 APPENDIX A: RULES & CONDITIONS
D&D UNLEASHED (vl.O)
POISON VULNERABILITY WEAKNESS
Normally, specializing in poison damage can become Some creatures and objects are quite easy to hurt with
problematic when encountering enemies that are certain types of damage, but not as easily as those with
immune to it. Most undead, elementals, and constructs vulnerability. These targets have weakness to those
are immune to poison damage, and many other types of damage.
creatures can be resistant or even immune to it. This
makes poison damage weaker than the other damage Weakness is always associated with a damage type
types, which can feel bad for a player controlling a and a number. If a creature or object has weakness to a
poison-focused character. damage type and it takes more than 5 damage of that
type at once, it takes extra damage of that type for each
However, your DM may use this optional rule to multiple of 5 in the damage that it took. The amount of
balance out the utility of poison damage in a world with extra damage is equal to its weakness number for that
so much immunity. When using this rule, beasts and type. The damage caused by weakness cannot trigger
humanoids who have a Constitution score of 8 or lower additional damage from any weaknesses. Weakness is
automatically have vulnerability to poison damage on applied before all other modifiers to damage, including
account of their fragile bodily health. This does not resistance and vulnerability.
apply this to player characters.
For example, if a creature has "weakness fire 2" and
SPELL PROWESS it takes 13 fire damage from a spelL it also takes 4 extra
damage, because there are two multiples of 5 in the 13
Spell Prowess is a new feature for spellcasters. If you damage it took, so it takes 2 extra damage twice.
have spell prowess with a spelL you gain a bonus to the
damage rolls of that spell equal to half your proficiency Any effect that affects vulnerability to a damage type
bonus. also affects weakness to that damage type. For example,
if an effect removes vulnerability to fire damage from a
In addition, when you attempt to cast a spell at a spell target, it would also remove any weakness to fire damage
level equal to or less than two-thirds of your proficiency from that target.
bonus and you have spell prowess with that spelL you
can choose one component (somatic, verbaL or material)
to ignore for that casting of the spell
You can't use this rule to ignore components that are
consumed or are worth more than 1Ogp, and you can't
use this rule to make a spell require no components.
SPELL SPECIALIZATION LISTS
Some of the feats and class features in this compendium
contain references to specific spell lists which contain
spells from the Player's Handbook, Xanathar's Guide to
Everything, Tasha's Cauldron ofEverything, and from the
new spells section of this compendium. These spell lists,
the Aeromancy, Geomancy, Hydromancy, Pyromancy,
and Elemancy lists, are found on page 126. If a spell or
spell variant appears on a list, it belongs to that special-
ization school in addition to its normal school or schools.
In addition, you can find each of these specialization
spell lists filtered by spells available to each class within
Appendix B, starting on the next page.
APPENDIX B - SPELL LISTS BY CLASS
This appendix section contains spell lists for each magic you are using optional rules from Tasha's Cauldron of
specialization described in Chapter Two, which use the Everything, or from this compendium if there are two §.
rules described in Appendix A The spell lists show which
spells of each specialization can be cast by characters of You can use these lists to select only the specialization
each class. Most of these spells are from the Player's spells that a caster can actually use, or to find out which
Handbook. If a spell is followed by a symboL such as an specializations have the most available spells for a given
asterisk(*) or dagger (t} it is found elsewhere. class, or for anything else you come up with.
If a spell name is italicized, it is an optional spell SPELL LOCATIONS BY SYMBOL
variant that can be found in Chapter Two. Any other
symbols it has describe the location of the original spell Symbol Location
If it has no symbols, the original spell can be found in
the Player's Handbook The original spell's name is * This compendium (The Elements & Beyond)
listed in parentheses after the spell variant's name. See
page 109 for information on spell variants. If a spell is t Xanathar's Guide to Everything, and possibly the
listed with a §, the spell is only available to that class if
Elemental Evil Player's Companion
tt Tasha's Cauldron ofEverything
AEROMANCY SPELL LISTS t The lmpermissicon, another D&D Unleashed
compendium. Spell variants of these spells are
also only found in The lmpermissicon.
ARTIFICER SPELLS Topple* 2ND LEVEL
(ANTRI PS (0 LEVEL} 1ST LEVEL Silence
Air Slash (Magic Orb•~)
Feather Fall 4TH LEVEL
Booming Blade tt Thunderwave
Strangulate t
Magic Orb* (only as wind) 2ND LEVEL
5TH LEVEL
Thunderclap t Shatter
Greater Thunderbolt (Heavenly Pillar*)
Thunderous Vibration (Poison Spray) Skywrite t
Topple* 8TH LEVEL
Wind Blast (Water Spout*) Silence
Wind Strike (Force Strike*) Control Weather
Warding Wind t Great Voice*
Wind Tunnel (Lightning Lure tt)
3RD LEVEL DRUID SPELLS
1ST LEVEL
Veiled Blade t CANTRI PS (0 LEVEL}
Catapult t
4TH LEVEL Gust t
Feather Fall Thunderclap t
Glide* Strangulate t
Jump Thunderous Vibration (Poison Spray)
Swoop* 5TH LEVEL Wind Spout (Water Spout*)
Inflict Din (Inflict Wounds)
Sonic Boom* 1ST LEVEL
2ND LEVEL
6TH LEVEL Glide*
Levitate Jump
Howling Void* Swoop*
Skywrite t Thunderwave
Tailwind (Cannon Blast*)
3RD LEVEL 7TH LEVEL 2ND LEVEL
Fly Forcecage Dust Devil t
4TH LEVEL 8TH LEVEL Gust of Wind
Wind Funnel* Great Voice* Skywrite t
Warding Wind t
5TH LEVEL 9TH LEVEL
3RD LEVEL
Soar* Resonance*
Wind Wake* Wind Wall
BARD SPELLS CLERIC SPELLS
CANTRI PS (0 LEVEL} 4TH LEVEL
1ST LEVEL
Thunderclap t Conjure Minor Elementals (only air)
Inflict Din (Inflict Wounds)
APPENDIX B: SPELL LISTS BY CLASS THE ELEMENTS AND BEYOND
FANMADE HOMEBREW
228
D&D UNLEASHED (vl.O)
Cyclone* SORCERER SPELLS Wind Walk
Summon Elemental tt (only air) (ANTRI PS (0 LEVEL) 7TH LEVEL
Wind Funnel* Air Slash (Magic Orb'') Storm Rift (Explosive Rift*)
Thundercrash Cannon (Beluud's Bile
5TH LEVEL Booming Blade tt
Blossom*)
Conjure Elemental (only air) Gust t
Whirlwind t
Control Winds t Magic Orb* (only as wind)
8TH LEVEL
Greater Thunderbolt (Heavenly Pillar'') Thunderclap t
Sonic Boomt< Control Weather
Thunderous Vibration (Poison Spray) Fulmination (Fist of Flame*)
6TH LEVEL Topple* Great Voice*
Wind Spout (Water Spout*) Windcage*
Howling Void>< Wind Strike (Force Strike*)
9TH LEVEL
Investiture of Wind t Wind Tunnel (Lightning Lure tt)
Blood to Windt (Blood to Flame t)
Windrunner (Trail blazer*) 1ST LEVEL Resonance*
Wind Walk Storm Cod's Decree (Meteor Swarm)
Catapult t Thunderstorm Tornado (Obliteration
7TH LEVEL
Feather Fall Beam*)
Whirlwind t Glide* Wind Wake*
Inflict Din (Inflict Wounds)
8TH LEVEL Jump WARLOCK SPELLS
Swoop*
Breath of Gales (new) Thunderwave CANTRI PS (0 LEVEL)
Control Weather
Windcage* 2ND LEVEL Booming Blade tt
Thunderclap t
9TH LEVEL Dust Devil t
Thunderous Vibration (Poison Spray)
Storm of Vengeance Gust of Wind Topple*
Wind Wake* Levitate Wind Spout (Water Spout*)
Shatter Wind Strike (Force Strike*)
PALADIN SPELLS Tailwind (Cannon Blast*)
Wind Tunnel (Lightning Lure tt)
4TH LEVEL Warding Wind t
1ST LEVEL
Strangulate t 3RD LEVEL
Howling Rebuke (Hellish Rebuke)
RANGER SPELLS Fly Thunderwave §
Gaseous Form
1ST LEVEL 2ND LEVEL
Thunder Step t
Glide* Veiled Blade t Shatter
Jump
Swoop* Voice ofPower (Toxic Breath*) 3RD LEVEL
Zephyr Strike t 4TH LEVEL Fly
2ND LEVEL Cyclone* Thunder Step t
Veiled Blade t
Cyclone Strike* Storm Sphere t
Gale Weapons* Strangulate t 4TH LEVEL
Gust of Wind §
Summon Elemental tt (only air) Strangulate t
3RD LEVEL
Wind Funnel'' Wind Funnel*
Fly§§
5TH LEVEL 5TH LEVEL
Veiled Blade t
Control Winds t Soar*
Wind Wall
Greater Thunderbolt (Heavenly Pillar*) 6TH LEVEL
4TH LEVEL Howling Tornado (Cone of Cold)
Soar* Howling Void*
Summon Elemental tt (only air) Sonic Boom*
Thunder Bell (Sun Flower*) Investiture of Wind t
Wind Funnel*
6TH LEVEL 7TH LEVEL
5TH LEVEL
Howling Void* Forcecage
Soar>'<
Investiture of Wind t APPENDIX B: SPELL LISTS BY CLASS
Tempest Step (Star Step*)
Windrunner (Trailblazer*)
229
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
9TH LEVEL Shatter 6TH LEVEL
Blood to Wind t (Blood to Flame t) Skywrite t Beluud's Vibration Bomb (Otiluke's
Freezing Sphere)
WIZARD SPELLS Tailwind (Cannon Blast*)
Howling Void*
(ANTRI PS (0 LEVEL} Warding Wind t
Air Slash (Magic Orb*) Investiture of Wind t
3RD LEVEL
Booming Blade tt Tempest Step (Star Step*)
Fly Windrunner (Trailblazer*)
Gust t Gaseous Form Wind Walk
Magic Orb* (only as wind) Thunder Step t 7TH LEVEL
Veiled Blade t
Thunderclap t Forcecage
Voice ofPower (Toxic Breath*) Storm Rift (Explosive Rift*)
Thunderous Vibration (Poison Spray) Thundercrash Cannon (Beluud's Bile
Topple* 4TH LEVEL
Wind Spout (Water Spout*) Blossom*)
Wind Strike (Force Strike*) Conjure Minor Elementals (only air)
Cyclone* Whirlwind t
Wind Tunnel (Lightning Lure tt)
Storm Sphere t 8TH LEVEL
1ST LEVEL Strangulate t
Control Weather
Catapult t Summon Elemental tt (only air) Fulmination (Fist of Flame*)
Great Voice*
Feather Fall Wind Funnel* Windcage*
Glide*
Jump 5TH LEVEL 9TH LEVEL
Swoop*
Thunderwave Conjure Elemental (only air) Blood to Windt (Blood to Flame t)
2ND LEVEL Control Winds t Resonance*
Storm Cod's Decree (Meteor Swarm)
Cyclone Strike>< Howling Tornado (Cone of Cold) Thunderstorm Tornado (Obliteration
Soar*
Dust Devil t- Gale Weapons* Sonic Boom* Beam*)
Thunder Bell (Sun Flower*) Wind Wake*
Gust of Wind
Levitate
GEOMANCY SPELL LISTS
ARTIFICER SPELLS Summon Construct tt (only stone/clay) Ordainment of Metal><
(ANTRI PS (0 LEVEL} 5TH LEVEL CLERIC SPELLS
CANTRI PS (0 LEVEL}
Churn Earth (Create Bonfire t) Burrow* Guard*
Guard* Transmute Rock t 1ST LEVEL
Magic Stone
Magic Orb* (only as sand or stone) Wall of Stone Barrier*
Ray ofStone (Ray ofFrost) Shield ofFaith
Thorn Whip BARD SPELLS
Trip (Topple*) CAN TRI PS (0 LEVEL} 3RD LEVEL
Guard*
1ST LEVEL Meld Into Stone
1ST LEVEL Swift Ward*
Barrier*
Barrier* 4TH LEVEL
Catapult t (only for clay, stone, crystal,
Earth Tremor t
or metal objects)
2ND LEVEL 2ND LEVEL Stone Shape
Spider Climb Shatter 5TH LEVEL
3RD LEVEL 3RD LEVEL Grave Soil t
Sand Cloak* Swift Ward* 8TH LEVEL
Swift Ward*
7TH LEVEL Earthquake
4TH LEVEL
Hyperdense Orb (Mordenkainen's 9TH LEVEL
Stone Shape Sword)
Stones kin Ordainment of Metal><
9TH LEVEL
APPENDIX B: SPELL LISTS BY CLASS
230
D&D UNLEASHED (vl.O) FANMADE HOMEBREW THE ELEMENTS AND BEYOND
DRUID SPELLS 8TH LEVEL Shatter
Spider Climb
----------CANTRI PS (0 LEVEL} Earthquake Terra Spike*
Churn Earth (Create Bonfire t ) 9TH LEVEL 3RD LEVEL
Earth Stomp*
Magic Stone Earth Whelm* Erupting Earth t
Mold Earth t Quake Walk*
Thorn Wh ip PALADIN SPELLS Sand Cloak*
Trip (Topple*) Swift Ward*
1ST LEVEL Terra Steed*
1ST LEVEL
Barrier* 4TH LEVEL
Barrier* Shield of Faith
Earth Tremor t Tenser's Floating Disk Boulder Shot*
Entangle Grave/slide (Glistening Acid Slick*)
3RD LEVEL Sand Jet (Steam Strike*)
Stones kin
Swift Ward* Summon Elemental tt (only earth)
2ND LEVEL RANGER SPELLS 5TH LEVEL
Barkskin 1ST LEVEL Burrow*
Earthbind t
Spike Growth Barrier* Grave Soil t
Terra Spike*
Entangle t Sinking Maw*
3RD LEVEL Wall of Stone
2ND LEVEL
Erupting Earth t 6TH LEVEL
Meld Into Stone Barkskin
Quake Walk>~ Spike Growth Flesh to Stone §
Sand Cloak* Investiture of Stone t
Swift Ward* 3RD LEVEL Move Earth
Terra Steed* Seismic Jaws*
Wall of Sand t § Meld into Stone §
Quake Walk* 7TH LEVEL
4TH LEVEL Sand Cloak*
Stone Ride (new) Living Burial*
Conjure Minor Elementals (only earth) Swift Ward* Sandstorm*
Grave/slide (Glistening Acid Slick*) Shards ofStone (Crown of Stars t )
SandJet (Steam Strike*) 4TH LEVEL
Stone Shape 8TH LEVEL
Stones kin Stoneskin
Summon Elemental tt (only earth) Summon Elemental tt (only earth) Geode Gauntlet (Fist of Flame*)
Golem Armor* (only as stone)
5TH LEVEL Scouring Sands (Incendiary Cloud)
Burrow* 9TH LEVEL
5TH LEVEL SORCERER SPELLS Avalanche (Meteor Swarm)
(ANTRIPS (0 LEVEL}
Burrow* Churn Earth (Create Bonfire t) Blood to Sand t (Blood to Flame t)
Conjure Elemental (only earth) Earth Stomp*
Guard* Landslide (Obliteration Beam*)
Grave Soil t Magic Orb* (only as sand or stone) Megalith*
Mold Earth t Ordainment of Metal*
Sinking Maw* Ray ofStone (Ray ofFrost)
Transmute Rock t Trip (Topple*) WARLOCK SPELLS
Wall of Stone
1ST LEVEL CANTRI PS (0 LEVEL}
6TH LEVEL
Catapult t (only for clay, stone, crystal, Churn Earth (Create Bonfire t)
Bones of the Earth t or metal objects) Earth Stomp*
Flesh to Stone § Guard*
Investiture of Stone t Earth Tremor t Magic Stone
Move Earth Mage Armor Trip (Topple*)
Seismic Jaws* Stone Blast*
1ST LEVEL
7TH LEVEL 2ND LEVEL
Stone Blast*
Living Burial* Earthbind t
Sandstorm* Maximilian 's Earthen Grasp t APPENDTX B. <;PELL LISTS BY CLASS
231
TREELEMENTSANDBFYOND FA"lMADE HOMEBREW D&D UNLEASHED (vl.O)
2ND LEVEL Magic Orb* (only as sand or stone) 5TH LEVEL
Mold Earth t
Earthbind t Ray ofStone (Ray of Frost) Burrow*
Shatter Trip (Topple*) Conjure Elemental (only earth)
Spider Climb
Terra Spike>~ 1ST LEVEL Grave Soil t
3RD LEVEL Catapult t (only for clay, stone, crystal, Sinking Maw*
or metal objects) Transmute Rock t
Petrify* Wall of Stone
Swift Ward* Earth Tremor t
Mage Armor 6TH LEVEL
4TH LEVEL Stone Blast*
Tenser's Floating Disk Flesh to Stone
Boulder Shot* Investiture of Stone t
Grave/slide (Glistening Acid Slick*) 2ND LEVEL Move Earth
Seismic Jaws*
5TH LEVEL Earthbind t
Maximilian's Earthen Grasp t 7TH LEVEL
Grave Soil t Shatter
Spider Climb Crystal Shard Bomb (Delayed Blast
6TH LEVEL Terra Spike* Fireball)
Flesh to Stone 3RD LEVEL Hyperdense Orb (Mordenkainen's
Investiture of Stone t Sword)
Erupting Earth t
7TH LEVEL Petrify* Living Burial*
Swift Ward* Sandstorm*
Living Burial* Terra Steed* Shards ofStone (Crown of Stars t)
Shards ofStone (Crown of Stars t) Wall of Sandt
8TH LEVEL
8TH LEVEL 4TH LEVEL
Geode Gauntlet (Fist of Flame*)
Golem Armor* (only as stone) Boulder Shot* Golem Armor* (only as stone)
Conjure Minor Elementals (only earth) Scouring Sands (Incendiary Cloud)
9TH LEVEL Grave/slide (Glistening Acid Slick*)
SandJet (Steam Strike*) 9TH LEVEL
Blood to Sandt (Blood to Flame t) Stone Shape
Stoneskin Avalanche (Meteor Swarm)
WIZARD - -SPELLS - - - - - - Summon Construct tt (only stone/clay) Blood to Sandt (Blood to Flame t)
Summon Elemental tt (only earth) Earth Whelm*
CANTRI PS (0 LEVEL) Landslide (Obliteration Beam*)
Megalith'~
Churn Earth (Create Bonfire t) Ordainment of Metal*
Earth Stomp*
Guard*
HYDROMANCY SPELL LISTS
ARTIFICER SPELLS 5TH LEVEL 4TH LEVEL
(ANTRI PS (0 LEVEL) Water to Acid* Control Water
Water to Steam (Water to Acid*)
Frostbite t 5TH LEVEL
Frost Bolt (Magic Orb*) BARD SPELLS
Magic Orb* (only as ice, snow, or water) None Befoul Water t
Ray of Frost
Water Spout* Snow Flurry (Heavenly Pillar*)
1ST LEVEL CLERIC SPELLS 7TH LEVEL
Grease 1ST LEVEL Frost Storm (Fire Storm)
2ND LEVEL Create or Destroy Water 9TH LEVEL
Inflict Rime (Inflict Wounds)
Dive* Grand Flood*
Ice Sculpture* 2ND LEVEL
DRUID SPELLS
3RD LEVEL Sanctify Water*
CANTRI PS (0 LEVEL)
Water Breathing 3RD LEVEL
Water Walk Frostbite t
Water Walk Shape Water t
Snowfall (Create Bonfire t)
APPENDIX B: SPELL LISTS BY CLASS FANMADE HOMEBREW Snow Fang (Primal Savagery t)
232 THE ELEMENTS AND BEYOND
D&D UNLEASHED (vl.O)
Water Spout* 9TH LEVEL Comet Swarm (Melfs Minute Meteorst)
Hail Blizzard (Call Lightning)
1ST LEVEL Grand Flood* Sleet Storm
Ordainment of Mist* Tidal Wave t
Create or Destroy Water Wall of Water t
Fog Cloud PALADIN SPELLS Water Breathing
Hydrowave (Thunderwave) Water Walk
Ice Knife t 2ND LEVEL
Water Whip 4TH LEVEL
Sanctify Water*
2ND LEVEL Blight
5TH LEVEL Ice Storm
Dive* Steam Strike*
Drown* Befoul Water t Summon Elemental tt (only water)
Giant Snowball (Flaming Sphere) Watery Sphere t
Ice Sculpture* RANGER SPELLS
1ST LEVEL
Fog Cloud
3RD LEVEL 2ND LEVEL 5TH LEVEL
Cold Snap* Dive* Cone of Cold
Hail Blizzard (Call Lightning) Drown* Snow Flurry (Heavenly Pillar*)
Sleet Storm Winter Spirit (Sun Flower*)
Tidal Wave t 3RD LEVEL
Wall of Water t 6TH LEVEL
Water Breathing Water Breathing
Water Walk Water Walk Dark Lagoon*
Encroaching Blizzard (Swelling Storm*)
4TH LEVEL 4TH LEVEL Otiluke's Freezing Sphere §
Wall of Ice§§
Blight Summon Elemental tt (only water)
Conjure Minor Elementals (only water)
Control Water 5TH LEVEL 7TH LEVEL
Ice Storm
Steam Strike* Befoul Water t Freezing Icicle (Storm Spear*)
Summon Elemental tt (only water) Frost Storm (Fire Storm)
Watery Sphere t SORCERER SPELLS Globe of Winter*
5TH LEVEL CAN TRI PS (0 LEVEL) 8TH LEVEL
Befoul Water t Frostbite t Abi-Dalzim's Horrid Wilting t
Frost Bolt (Magic Orb*) Encasing Ice*
Conjure Elemental (only water) Magic Orb* (only as ice, snow, or water) Frigid Fog (Incendiary Cloud)
Cone of Cold § Ray ofFrost Golem Armor* (only as ice)
Maelstrom t Shape Water t Lancing Icicle (Fist of Flame*)
Snow Flurry (Heavenly Pillar*) Snowfall (Create Bonfire t)
Water to Acid* Water Spout* 9TH LEVEL
Water to Steam (Water to Acid*)
Winter Spirit (Sun Flower*) 1ST LEVEL Blood to Ice t (Blood to Flame t)
6TH LEVEL Chromatic Orb (Cold) Deep Freeze*
Fog Cloud Glacial Tide (Obliteration Beam'~)
Dark Lagoon* Grease§ Ordainment of Mist*
Encroaching Blizzard (Swelling Storm'~) Hydrowave (Thunderwave) Vorpal Icicles (Meteor Swarm)
Ice Knife t
7TH LEVEL Inflict Rime (Inflict Wounds) WARLOCK SPELLS
Water Whip
Frost Storm (Fire Storm) CANTRI PS (0 LEVEL)
Globe of Winter* 2ND LEVEL
Frostbite t
8TH LEVEL Dive* Snowfall (Create Bonfire t)
Drown* Water Spout*
Deep Freeze * Ice Sculpture*
Ice Shards (Scorching Ray) 1ST LEVEL
Encasing Ice* Snilloc's Snowball Swarm t
Tsunami Armor of Agathys
3RD LEVEL
2ND LEVEL
Cold Snap*
Drown
APPENDIX B: SPELL LISTS BY CLASS
233
THEELEMENTSANDBEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
4TH LEVEL 1ST LEVEL 5TH LEVEL
Blight Chromatic Orb (Cold) Befoul Water t
Fog Cloud
5TH LEVEL Grease Cone of Cold
Hydrowave (Thunderwave) Conjure Elemental (only water)
Befoul Water t Ice Knife t Water to Acid*
Water to Steam (Water to Acid*)
Water to Acid* 2ND LEVEL Winter Spirit (Sun Flower'~)
Water to Steam (Water to Acid*)
Dive* 6TH LEVEL
6TH LEVEL Drown*
Giant Snowball (Flaming Sphere) Beluud's Boiling Bubble*
Dark Lagoon* Ice Sculpture* Dark Lagoon*
Ice Shards (Scorching Ray) Encroaching Blizzard (Swelling Storm*)
7TH LEVEL Snilloc's Snowball Swarm t Otiluke's Freezing Sphere
Wall of Ice
Globe of Winter* 3RD LEVEL
7TH LEVEL
8TH LEVEL Cold Snap*
Comet Swarm (Melfs Minute Meteorst) Freezing Icicle (Storm Spear*)
Abi-Dalzim's Horrid Wilting t§ Hail Blizzard (Call Lightning) Globe of Winter*
Encasing Ice* Sleet Storm
Golem Armor* (only as ice) Tidal Wave t 8TH LEVEL
Wall of Water t
9TH LEVEL Water Breathing Abi-Dalzim's Horrid Wilting t
Encasing Ice*
tBlood to Ice (Blood to Flame t) 4TH LEVEL Frigid Fog (Incendiary Cloud)
Golem Armor* (only as ice)
WIZARD SPELLS Blight Lancing Icicle (Fist of Flame*)
CANTRI PS (0 LEVEL} Conjure Minor Elementals (only water)
Frostbite t Control Water 9TH LEVEL
Frost Bolt (Magic Orb*) Frost Armor*
Magic Orb* (only as ice, snow, or water) Ice Storm tBlood to Ice (Blood to Flame t)
Ray of Frost Steam Strike*
Shape Water t Summon Elemental tt (only water) Deep Freeze*
Snowfall (Create Bonfire t) Watery Sphere t Glacial Tide (Obliteration Beam*)
Water Spout* Ordainment of Mist*
Vorpal Icicles (Meteor Swarm)
PYROMANCY SPELL LISTS
ARTIFICER SPELLS BARD SPELLS 7TH LEVEL
CANTRI PS (0 LEVEL}
Burning Wave (Acid Splash) 2ND LEVEL Fire Storm
Cinder Swirl (Sword Burst tt)
Create Bonfire t Pyrotechnics t DRUID SPELLS
Fire Bolt
Green-Flame Blade t 3RD LEVEL CANTRI PS (0 LEVEL}
Hot Flash (Poison Spray)
Stinking Cloud Control Flames t
2ND LEVEL Create Bonfire t
CLERIC SPELLS Ember Claws (Primal Savagery t)
Cannon Blast* Produce Flame
Heat Metal CAN TRI PS (0 LEVEL}
Pyrotechnics t 1ST LEVEL
Burning Sacrifice (Sacred Flame)
Conflagration*
1ST LEVEL Flame Sling (Ice Knife t)
Fog Cloud
Inflict Burns (Inflict Wounds)
2ND LEVEL
3RD LEVEL 5TH LEVEL
Continual Flame §
Flame Arrows t Flame Strike Flame Blade
Heat Metal
4TH LEVEL 6TH LEVEL
THE ELEMENTS AND BEYOND
Heat Wave* Infernal Column (Blade Barrier)
234 APPENDIX B: SPELL LISTS BY CLASS
D&D UNLEASHED (vl.O)
FANMADE HOMEBREW
3RD LEVEL Create Bonfire t 7TH LEVEL 235
Flame Arrows t Fire Bolt Delayed Blast Fireball
Rain ofFire (Call Lightning) Green-Flame Blade t Explosive Rift*
Hot Flash (Poison Spray) Fire Storm
4TH LEVEL Greater Scorching Ray (Crown of Starst)
Conjure Minor Elementals (only fire) 1ST LEVEL
Burning Hands 8TH LEVEL
Fire Shield § Chromatic Orb (Fire) Fist of Flame*
Heat Stroke (Blight) Conflagration* Incendiary Cloud
Heat Wave* Flame Sling (Ice Knife t)
Summon Elemental tt (only fire) Fog Cloud 9TH LEVEL
Wall of Fire Inflict Burns (Inflict Wounds)
Pyrokinesis•'< Blood to Flame t
5TH LEVEL
Conjure Elemental (only fire) 2ND LEVEL Rizzak's Infernal Roar (Obliteration
Ghostfire Dragon (Sun Flower*) Aganazzar's Scorcher t Beam*)
Immolation t Azure Blaze (Cloud of Daggers)
Cannon Blast* Meteor Swarm
6TH LEVEL Dragon's Breath (Fire) t
Investiture of Flame t Pyroclasm t (Desolation t)
Spreading Cinders (Swelling Storm*) Flame Blade §
Flaming Sphere § Titanic Flaming Sphere (Megalith*)
7TH LEVEL
Fire Storm Living Bomb t (Carnage Blast t) WARLOCK SPELLS
CANTRI PS (0 LEVEL)
8TH LEVEL Pyrotechnics t Cinder Swirl (Sword Burst tt)
Scorching Ray
Incendiary Cloud § Create Bonfire t
3RD LEVEL Green-Flame Blade t
9TH LEVEL Fireball
Combustion* Flame Arrows t 1ST LEVEL
Flame Tongue (Lightning Bolt) Hellish Rebuke
PALADIN SPELLS Melfs Minute Meteors t Pyrokinesis*
Stinking Cloud
1ST LEVEL 2ND LEVEL
Searing Smite 4TH LEVEL Aganazzar's Scorcher t
Cinder Storm (Vitriolic Sphere t) Azure Blaze (Cloud of Daggers)
3RD LEVEL Cannon Blast*
Smoking Smite (Blinding Smite) Fire Shield §
Heat Stroke (Blight) 4TH LEVEL
5TH LEVEL Heat Wave* Heat Stroke (Blight)
Scorching Roller (March of Blades*) Heat Wave*
Flame Strike § Summon Elemental tt (only fire)
Wall of Fire 6TH LEVEL
RANGER SPELLS Infernal Column (Blade Barrier)
5TH LEVEL Investiture of Flame t
1ST LEVEL Flame Dragon Claws (Fingers of Trailblazer*
Fog Cloud
Lightning*) 7TH LEVEL
Searing Smite § Ghostfire Dragon (Sun Flower*) Greater Scorching Ray (Crown of Starst)
Immolation t
3RD LEVEL Kinetic Fireball (Sonic Boom*) 9TH LEVEL
Blazing Arrow (Lightning Arrow)
Flame Arrows t 6TH LEVEL Blood to Flame t
Blazing Eagle (Annihilation Disk*)
4TH LEVEL Incinerate (Disintegrate) WIZARD SPELLS
Summon Elemental tt (only fire) Infernal Column (Blade Barrier) CANTRI PS (0 LEVEL)
Investiture of Flame t Burning Wave (Acid Splash)
SORCERER SPELLS Spreading Cinders (Swelling Storm*) Cinder Swirl (Sword Burst tt)
CANTRI PS (0 LEVEL) Trailblazer*
Burning Wave (Acid Splash) Control Flames t
Cinder Swirl (Sword Burst tt) FANMADE HOMEBREW Create Bonfire t
Fire Bolt
Control Flames t Green-Flame Blade t
Hot Flash (Poison Spray)
THEELEMENTSANDBEYOND
APPENDIX B: SPELL LISTS BY CLASS
D&D UNLEASHED (vl.O)
1ST LEVEL 5TH LEVEL
Burning Hands Conjure Elemental (only fire)
Chromatic Orb (Fire) Flame Dragon Claws (Fingers of Lightning*)
Conflagration* Chostfire Dragon (Sun Flower*)
Flame Sling (Ice Knife t) Immolation t
Fog Cloud Kinetic Fireball (Sonic Boom*)
Pyrokinesis*
6TH LEVEL
2ND LEVEL
Blazing Eagle (Annihilation Disk*)
Aganazzar's Scorcher t Incinerate (Disintegrate)
Azure Blaze (Cloud of Daggers) Infernal Column (Blade Barrier)
Cannon Blast'' Investiture of Flame t
Dragon's Breath (Fire) t Spreading Cinders (Swelling Storm*)
Flaming Sphere Trailblazer*
tLiving Bomb (Carnage Blast t) 7TH LEVEL
Pyrotechnics t Delayed Blast Fireball
Scorching Ray Explosive Rift*
Greater Scorching Ray (Crown of Starst)
3RD LEVEL
8TH LEVEL
Fireball
Flame Arrows t Fist of Flame*
Flame Tongue (Lightning Bolt) Flaring Weapon*
Melfs Minute Meteors t Incendiary Cloud
Stinking Cloud
9TH LEVEL
4TH LEVEL
Blood to Flame t
Cinder Storm (Vitriolic Sphere t)
Conjure Minor Elementals (only fire) Combustion*
Fire Shield (Warm) Rizzak's Infernal Roar (Obliteration Beam*)
Heat Stroke (Blight) Meteor Swarm
Heat Wave*
Scorching Roller (March of Blades'') tPyroclasm (Desolation t)
Summon Elemental tt (only fire)
Wall ofFire Titanic Flaming Sphere (Megalith*)
ELEMANCY SPELL LISTS 9TH LEVEL
ARTIFICER SPELLS Prismatic Wall §
(ANTRI PS (0 LEVEL}
Magic Orb* CLERIC SPELLS
1ST LEVEL 3RD LEVEL
Absorb Elements t Protection from Energy
3RD LEVEL 6TH LEVEL
Elemental Weapon Shelter from Energy*
Protection from Energy
DRUID SPELLS
4TH LEVEL
1ST LEVEL
Elemental Bane t
Summon Construct tt (only metalj Absorb Elements t
BARD SPELLS 3RD LEVEL
7TH LEVEL Elemental Weapon §
Protection from Energy
Prismatic Spray §
4TH LEVEL
Conjure Minor Elementals
Elemental Bane t
236 APPENDIX B: SPELL LISTS BY CLASS
D&D UNLEASHED (vl.O)
FANMADE HOMEBREW THE ELEMENTS AND BEYOND
Summon Elemental tt 2ND LEVEL WIZARD SPELLS - - - - -
5TH LEVEL Dragon's Breath t CANTRI PS (0 LEVEL}
Conjure Elemental 3RD LEVEL Magic Orb*
6TH LEVEL Protection from Energy 1ST LEVEL
Primordial Ward t 4TH LEVEL Absorb Elements t
Shelter from Energy* Summon Elemental tt Chromatic Orb
7TH LEVEL 6TH LEVEL 2ND LEVEL
Elemental Chains* tInfernal Step (Star Step*) Dragon's Breath t
Primordial Tides*
Shelter from Energy* 3RD LEVEL
9TH LEVEL
7TH LEVEL Protection from Energy
Elemental Step*
Summon Primal Spirit* Elemental Chains* 4TH LEVEL
Frozen Flame Bomb (Beluud's Bile
PALADIN SPELLS Conjure Minor Elementals
Blossom*)
3RD LEVEL Primordial Tides* Elemental Bane t
Prismatic Spray
Elemental Weapon Summon Construct tt (only metalj
8TH LEVEL Summon Elemental tt
5TH LEVEL
Golem Armor* 5TH LEVEL
Blazing Thunderbolt Strike*
9TH LEVEL Blazing Thunderbolt Strike*
RANGER SPELLS Conjure Elemental
Elemental Step*
1ST LEVEL Rizzak's Firestorm (Meteor Swarm) 6TH LEVEL
Rizzak's Hell Lash (Plasma Coil*)
Absorb Elements t Infernal Step t (Star Step*)
WARLOCK SPELLS
3RD LEVEL Shelter from Energy*
4TH LEVEL
Elemental Weapon § 7TH LEVEL
Elemental Bane t
4TH LEVEL Elemental Chains*
5TH LEVEL Frozen Flame Bomb (Beluud's Bile
Summon Elemental tt
Blazing Thunderbolt Strike* Blossom*)
5TH LEVEL Prismatic Spray
6TH LEVEL
Blazing Thunderbolt Strike* 8TH LEVEL
Rainbow* tInfernal Step (Star Step*)
SORCERER SPE-:.L:=LS_ _ __ Elemental Comet (Elemental Meteor*)
8TH LEVEL Elemental Meteor*
(ANTRI PS (0 LEVEL} Golem Armor*
Elemental Chains*
Magic Orb* Golem Armor* 9TH LEVEL
1ST LEVEL Elemental Step*
Prismatic Wall
Absorb Elements t Rizzak's Firestorm (Meteor Swarm)
Rizzak's Hell Lash (Plasma Coil*)
Chromatic Orb
APPENDIX C - BONUS SPELL LISTS
SORCERER ORIGIN SPELLS DRACONIC (BRASS, GOLD, RED) ANCESTRY SPELLS
Sorcerer Level Spells
While most sorcerer subclasses, known as Origins, do
not provide a sorcerer with a list of additional learned l st burning hands, conflagration (new)
spells, some players and DMs feel that they all should If 3rd flaming sphere, scorching ray
you wish, you can use the following rules for sorcerer 5th fireball, Melfs minute meteors (XGE)
subclasses that don't normally do so. 7th fire shield, wall of fire
9th immolation (XGE), molten upheaval
As a sorcerer, you learn additional spells when you
reach certain levels in this class, as shown on the table (new)
for your chosen subclass. Each of these spells counts as
a sorcerer spell for you, but it doesn't count against the DRACONIC (SILVER, WHITE) ANCESTRY SPELLS
number of sorcerer spells you can know. These spells Sorcerer Level Spells
can't be replaced when you gain a sorcerer level
l st fog cloud, ice knife (XGE)
WILD MAGIC SPELLS 3rd hold person, ice sculpture (new)
Sorcerer Level Spells 5th cold snap (new), sleet storm
7th frost armor (new), ice storm
l st bane, chaos bolt (XGE) 9th cone ofcold, hold monster
3rd augury, enlarge/reduce
5th blink, counterspe/1 DRACON IC (COPPER) ANCESTRY SPELLS
7th confusion, polymorph Sorcerer Level Spells
9th animate objects, creation
l st Beluud's corrosive caress (new), Tasha's
DRACONIC (BLACK) ANCESTRY SPELLS caustic brew (TCE)
Sorcerer Level Spells
3rd Melfs acid arrow, spike growth
l st Beluud's corrosive caress (new), Tasha's 5th acid cloud (new), slow
caustic brew (TCE) 7th glistening acid slick (new), vitriolic
3rd drown (new), Melfs acid arrow sphere (XGE)
5th acid cloud (new), wall ofwater (XGE) 9th transmute rock (XGE), water to acid
7th glistening acid slick (new), vitriolic
(new)
sphere (XGE)
9th maelstrom (XGE), water to acid (new) DRACON IC (BRONZE) ANCESTRY SPELLS
Sorcerer Level Spells
DRACONIC (BLUE) ANCESTRY SPELLS
Sorcerer Level Spells l st Radic's sudden spark (new), witchbolt
3rd drown (new), jolt ofpain (new)
l st Radic's sudden spark (new), witchbolt 5th call lightning, lightning bolt
3rd dust devil (XGE), jolt ofpain (new) 7th control water, storm sphere (XGE)
5th call lightning, lightning bolt 9th fingers oflightning (new), maelstrom
7th stone shape, storm sphere (XGE)
9th burrow, fingers oflightning (new) (XGE)
DRACONIC (GREEN) ANCESTRY SPELLS DIVINE SOUL (GOOD, LAWFUL, NEUTRAL) SPELLS
Sorcerer Level Spells Sorcerer Level Spells
l st detect poison and disease, ray of l st flash (new), sanctuary
sickness 3rd aid, spiritual weapon
5th beacon ofhope, daylight
3rd protection from poison, spike growth 7th holy glare (new), sickening radiance
5th stinking cloud, toxic breath (new)
7th envenomed weapon (new), grasping (XGE)
9th dawn (XGE), wall oflight (XGE)
vine
9th cloudkil/, contagion
238 APPENDIX C: BONUS SPELL L~STS
D&D UNLEASHED (vl.O)
FANMADE HOMEBREW THE ELEMENTS AND BEYOND
SHADOW MAGIC SPELLS WATER MAGIC SPELLS
Sorcerer Level Spells
Sorcerer Level Spell
l st disguise self, sleep
l st grease
3rd darkness, invisibility
3rd dive (new)
5th fear, nondetection
5th water breathing
7th greater invisibility, shadow ofMoil
(XGE) 7th watery sphere (XGE)
9th dream, seeming 9th water to acid (new)
STORM SORCERY SPELLS SPELL LIST REPLACEMENTS
Sorcerer Level Spells
Many of the spell lists for subclasses within this compe-
l st jump, thunderwave ndium reference spells found in Xanathar's Guide to
Everything. If you don't have access to Xanathar's Guide
3rd gust ofwind, jolt ofpain (new) to Everything, you can find most of the spells that are
5th call lightning, fly referenced (with minor alterations) in the Elemental
Evil Player's Companion.
7th cyclone (new), storm sphere (XGE)
9th fingers oflightning (new), sonic boom For the other spells that can't be found there, the
following table lists some replacements that you and
(new) your DM can agree to use instead
CosM1cAFF1N1TY SPELLS
Sorcerer Level Spell XANATHAR'S GUIDE REPLACEMENT SPELLS
l st starlight (new) Original Spell Replacement Spell
3rd misty step dawn dispel evil and good
5th relocate (new) dragon's breath locate object
7th dimension door far step passwa/1 or soar (new)
9th teleportation circle sickening radiance freedom ofmovement
toll the dead chill touch
AIR MAGIC SPELLS Spell In addition, you can use the acid stream spell from
Sorcerer Level feather fall Unearthed Arcana instead of Tasha's caustic brewfrom
levitate Tasha's Cauldron ofEverything, though note that the
l st wind wall acid stream spell is significantly stronger. You can also
3rd wind funnel (new) use the ray ofsickness spell if you prefer, or a 1st-level
5th sonic boom (new) spell variant that deals acid damage (see spell variants
7th and information on spell variants, page 109).
9th
Finally, the cantrips from Tasha's Cauldron ofEvery-
EARTH MAGIC SPELLS thing that are referenced in this compendium can also
be found (with some minor alterations) in the Sword
Sorcerer Level Spell Coast Adventurer's Guide.
l st stone blast (new)
3rd earthbind (XGE)
5th meld into stone
7th stoneskin
9th transmute rock (XGE)
FIRE MAGIC SPELLS Spell
Sorcerer Level pyrokinesis (new)
continual flame
l st stinking cloud
3rd fire shield
5th flame strike
7th
9th
THEELEMENTSANDBEYOND
APPENDIXD CREATURES BY ENVIRONMENT
NEW CREATURES FOREST CREATURES
The new creatures and monsters in this compendium Creatures Challenge Rating (XP)
can be found in the following environments.
Awakened flower 0 (10 XP)
Awakened moss, awakened vine l/8(25XP)
ARCTIC CREATURES Awakened grass, awakened thornbush 1/4 (50 XP)
Creatures Challenge Rating (XP) Awakened snaptrap 1/2 (100 XP)
Snowman servant 1/4 (50 XP) Bathing spirit, burning spirit, goblin l (200 XP)
wind rouser
Snow spirit 1/2 (100 XP)
Bathing spirit, blowing spirit l (200 XP) Kobold dirtclaw, swarm of pixies 2 (450XP)
Kobold dirtclaw, snowman soldier 2 (450 XP) Gnoll beastmage 3 (700 XP)
Ore wartorch 4 (1, l 00 XP) Ore wartorch, squad of sprites 4(1,lOOXP)
Frostbite spider 5 (1,800 XP) Green giant 6 (2,300 XP)
Fog elemental, ice elemental, 6 (2,300 XP) Thornfoul 7 (2,900 XP)
mud elemental
Green giant warden 11 (7,200 XP)
Winter ooze* (molten ooze) 7 (2,900 XP) Greatmother Oak, walking mountain, 12 (8,400 XP)
wildfire boar, wolf of the forest
Drowning elemental 9 (5,000 XP)
Bear of the arctic, summit elemental, l 2 (8,400 XP) Evergreen treant l 3 (10,000 XP)
walking mountain
Wildfire treant l 5 (13,000 XP)
Evergreen treant l 3 (10,000 XP) Elder treant 17 (18,800 XP)
Frost giant winter herald 16 (15,000 XP)
GRASSLAND CREATURES
COASTAL CREATURES Creatures Challenge Rating (XP)
Creatures Challenge Rating (XP) Awakened flower 0 (10 XP)
Awakened flower 0 (10 XP) Awakened grass, awakened thornbush l/4(50XP)
Awakened moss l/8(25XP) Blowing spirit, burning spirit, goblin l (200 XP)
wind rouser
Sludge spirit, spark spirit 1/2 (100 XP)
Bathing spirit, blowing spirit l (200 XP) Kobold dirtclaw 2 (450XP)
Kobold dirtclaw 2 (450 XP) Gnoll beastmage 3 (700 XP)
Fog elemental, lightning elemental, 6 (2,300 XP) Crimson hag, ore wartorch 4 (1, l 00 XP)
mud elemental
Fog elemental, green giant, howling hag 6 (2,300 XP)
Drowning elemental 9 (5,000 XP) Thornfoul 7 (2,900 XP)
Storm hag l O (5,900 XP) Green giant warden 11 (7,200 XP)
Crab of the coast, storm elemental l 2 (8,400 XP) Coyote of the mirage, drought elemental, 12 (8,400 XP)
quicksand elemental, stallion of the plains,
DESERT CREATURES walking mountain, wildfire boar
Creatures Challenge Rating (XP) HILL CREATURES
Awakened flower 0 (10 XP) Creatures Challenge Rating (XP)
Awakened cactus, blowing spirit, burying l (200 XP) Awakened flower 0 (10 XP)
spirit
Desert hag, kobold dirtclaw, sandtrap 2 (450 XP) Awakened moss l/8(25XP)
spider
Awakened grass l/4(50XP)
Gnoll beastmage 3 (700 XP) Spark spirit 1/2 (100 XP)
Ash elemental, howling hag, sand 6 (2,300 XP) Blowing spirit, burying spirit, goblin l (200 XP)
elemental wind rouser
Sand assassin 9 (5,000 XP) Kobold dirtclaw 2 (450XP)
Coyote of the mirage, drought elemental, 12 (8,400 XP) Gnoll beastmage 3 (700 XP)
walking mountain
240 APPENDIX D: CREATURES BY ENVIRONMENT
D&D UNLEASHED (vl.O)
FANMADE HOMEBREW THE ELEMENTS AND BEYOND
Creatures Challenge Rating (XP) UNDERDARK CREATURES
Ore Wartorch 4 (1, l 00 XP) Creatures Challenge Rating (XP)
Green giant, lightning elemental 6 (2,300 XP) Awakened moss 1/8 (25 XP)
Thornfoul 7 (2,900 XP) Slag spirit, sludge spirit 1/2 (l 00 XP)
Astral panther, geyser elemental, l 2 (8,400 XP) Burying spirit, goblin wind rouser l (200 XP)
quicksand elemental, ram of the
mountain, stallion of the plains, storm Desert hag, kobold dirtclaw 2 (450 XP)
elemental, walking mountain Ore wartorch, scorch spider 4 (l, l 00 XP)
MOUNTAIN CREATURES Lava elemental, mud elemental, slime 6 (2,300 XP)
elemental, smoke elemental, steam
Creatures Challenge Rating (XP) elemental
Awakened flower 0 (l OXP) Molten ooze 7 (2,900 XP)
Awakened moss l/8(25XP) Gem hurler 8 (3,900 XP)
Awakened grass 1/4 (50 XP) Sand assassin 9 (5,000 XP)
Slag spirit, snow spirit, spark spirit 1/2 (l 00 XP) Bat of the below, drought elemental, 12 (8,400 XP)
geyser elemental, Web Weaver
Blowing spirit, burning spirit, burying spirit l (200 XP)
Magma elemental
Desert hag, kobold dirtclaw 2 (450 XP) l 3 (l 0,000 XP)
Crimson hag, ore wartorch 4 (l, l 00 XP) Fire giant incinerator 17 (18,800 XP)
Howling hag, lava elemental, lightning 6 (2,300 XP) Lava worm 20 (25,000 XP)
elemental, smoke elemental, steam
UNDERWATER CREATURES
elemental
Gem hurler 8 (3,900 XP) Creatures Challenge Rating (XP)
Storm hag l O (5,900 XP) Awakened vine l /8 (2 5 XP)
Cloudweb tarantula, drought elemental, l 2 (8,400 XP) Awakened grass 1/4 (50 XP)
geyser elemental, ram of the mountain,
storm elemental, summit elemental, Sludge spirit l /2 (l 00 XP)
walking mountain
Bathing spirit l (200 XP)
Evergreen treant, magma elemental 13 (l 0,000 XP) Ice elemental, mud elemental, slime 6 (2,300 XP)
elemental, steam elemental
Frost giant winter herald 16 (l 5,000 XP)
Fire giant incinerator 17 (18,800 XP) Drowning elemental 9 (5,000 XP)
Lava worm 20 (25,000 XP) Storm hag l O (5,900 XP)
SWAMP CREATURES Crab of the coast, dragon of the swamp, 12 (8,400 XP)
quicksand elemental, serpent of the deep
Creatures
Awakened moss, awakened vine Challenge Rating (XP) URBAN CREATURES
Awakened snaptrap, sludge spirit l/8(25XP)
Bathing spirit Creatures Challenge Rating (XP)
Kobold dirtclaw 1/2 (100 XP)
Giant pitcher plant l (200 XP) Glowshard, slag spirit, sludge spirit 1/2 (100 XP)
Crimson hag, ore wartorch 2 (450 XP)
Fog elemental, green giant, mud 3 (700 XP) Burning spirit l (200 XP)
elemental, slime elemental
Thornfoul 4 (1, l 00 XP) Kobold dirtclaw 2 (450XP)
Drowning elemental 6 (2,300 XP)
Storm hag Spirit of light 5 (1,800 XP)
Green giant warden 7 (2,900 XP)
Dragon of the swamp, quicksand 9 (5,000 XP) Ash elemental, fog elemental, howling 6 (2,300 XP)
elemental, walking mountain l O (5,900 XP) hag, smoke elemental, steam elemental
11 (7,200 XP)
l 2 (8,400 XP) Storm hag l O (5,900 XP)
Web Weaver 12 (8,400 XP)
Living miracle 13 (l 0,000 XP)
APPENDIX D: CREATURES BY ENVIRONMENT 241
D&D UNLEASHED (vl.O)
THEELEMENTSANDBEYOND FANMADE HOMEBREW
NEW ENVIRONMENT LISTS l +t6A12-MANlf ~uc.c.e-~~FuL- (A.NV
The following lists show creatures and monsters that lfOUN(:(J A'DVeNnt~ 'DlZGAt·•·ttNC:r
can be found in three new environments: jungles, the
sky, and molten or volcanic lands. These lists contain OF Ft-lftNC:rAc.120~~ ni6 L-AN'D lN AN
monsters from the Monster Manual, Volos Guide to
Monsters, and Mordenkainens Tome ofFoes. Monsters A~At~tP, ~ 6 F'tZOM ni6 VAN~~
marked with an asterisk are found in this compendium.
OF TTZAVe-L-. lF ni6 OPeN ~K_"{ +tA~
e'V612-1?66N ~61· -t;ewuv
JUNGLE CREATURES Creatures Challenge Rating (XP)
Creatures Challenge Rating (XP) Dire troll l 3 (10,000 XP)
Awakened flower,* awakened shrub, 0 (10 XP) Adult green dragon, wildfire treant* l 5 (13,000 XP)
baboon, bat, cat, commoner, frog, hyena,
Adult gold dragon, elder treant* 17 (18,000 XP)
jackal, lizard, raven, shrieker, spider
Awakened moss,* awakened vine,* bandit, l /8 (2 5 XP) Ancient green dragon, unity elemental* 22 (41,000 XP)
flying snake, kobold, poisonous snake, tribal
Ancient gold dragon 24 (62,000 XP)
warrior, twig blight
Awakened grass,* awakened thornbush,* 1/4 (50 XP) SKY CREATURES
boar, constrictor snake, giant centipede,
giant frog, giant lizard, giant poisonous snake, Creatures Challenge Rating (XP)
giant wolf spider, goblin, grung, kenku, kobold
inventor, needle blight, panther, swarm of bats, Bat, eagle, hawk, owl, raven, vulture 0 (10 XP)
swarm of ravens, tortle, vegepygmy, Blood hawk, stirge l/8(25XP)
velociraptor, violet fungus, winged kobold
Awakened snaptrap,* ape, crocodile, gas l /2 (100 XP) Aarakocra, awakened grass,* giant bat, 1/4 (50 XP)
spore, giant wasp, lizardfolk, sludge spirit,* giant owl, pteranodon, smoke mephit,
swarm of insects, vine blight steam mephit, swarm of bats, swarm of
ravens, winged kobold
Bathing spirit,* dryad, giant spider, giant l (200 XP)
toad, goblin boss, goblin wind-rouser,* grung
wildling, half-ogre, kobold dragonshield, Glowshard,* snow spirit,* spark spirit* 1/2 (100 XP)
kobold scale sorcerer, nilbog, lion, thorny,
tiger, yuan-ti pureblood Blowing spirit,* giant eagle, giant vulture, l (200 XP)
harpy, nippogriff
Bandit captain, awakened tree, druid, giant 2 (450 XP) Griffon, pegasus, peryton, silver dragon 2 (450 XP)
boar, giant constrictor snake, green dragon wyrmling, quetzalcoatlus
wyrmling, grung elite warrior, kobold dirtclaw,*
lizardfolk shaman, ogre, rhinoceros, saber- Blue dragon wyrmling, manticore, 3 (700 XP)
toothed tiger, swarm of poisonous snakes, nightmare, vampiric mist
tortle druid, vegepygmy chief, yuan-ti
brood guard Couatl 4 (1, l 00 XP)
Air elemental, spirit of light* 5 (1,800 XP)
Giant pitcher plant,* gold dragon wyrmling, 3 (700 XP) Chimera, fog elemental,* howling hag,* 6 (2,300 XP)
green hag, phase spider, yuan-ti malison invisible stalker, lightning elemental,*
Couatl, elephant, lizard king/queen, 4 (1, l 00 XP) wyvern
wereboar, weretiger, yuan-ti mind
whisperer, yuan-ti nightmare speaker Air elemental myrmidon, bheur hag 7 (2,900 XP)
Giant crocodile, shambling mound, troll, 5 (1,800 XP) Cloud giant, young blue dragon, young 9 (5,000 XP)
water elemental, wood woad, yuan-ti pit silver dragon
master
Deva, storm hag* l O (5,900 XP)
Green giant,* mud elemental,* slime 6 (2,300 XP) Cloud giant smiling one, djinni, roe 11 (7,200 XP)
elemental>'<
Giant ape, thornfoul,* venom troll, yuan-ti 7 (2,900 XP) Bat of the below,* cloudweb tarantula,* 12 (8,400 XP)
abomination eagle of the sun,* ki-rin, storm elemental*
Corpse flower, hydra, young green dragon 8 (3,900 XP) Living miracle,* storm giant, vampire l 3 (10,000 XP)
Treant, rot troll 9 (5,000 XP) Adult blue dragon, adult silver dragon, 16 (15,000 XP)
storm giant quintessent
Young gold dragon l O (5,900 XP) Ancient blue dragon, ancient silver 23 (50,000 XP)
dragon, elder tempest
Green giant warden,* spirit troll 11 (7,200 XP)
Archdruid, astral panther,* dragon of the 12 (8,400 XP)
swamp,* geyser elemental,* Greatmother
Oak,* walking mountain,* wildfire boar,*
yuan-ti anathema
APPENDIX D: CREATURES BY ENVIRONMENT FANMADE HOMEBREW THE ELEMENTS AND BEYOND
242
D&D UNLEASHED (vl.O)
VOLCANIC CREATURES
Creatures Challenge Rating (XP)
Bat, eagle, giant fire beetle, hyena, lizard, 0 (10 XP)
rat, scorpion, vulture
Blood hawk, giant rat, kobold l /8 (2 5 XP)
Giant bat, giant centipede, giant lizard, 1/4 (50 XP)
kobold inventor, swarm of oats, swarm of
rats, winged kobold
Cockatrice, firenewt warrior, magma l /2 (100 XP)
mephit, magmin, slag spirit,* worg
Burning S[Jirit,* death dog, firenewt l (200 XP)
warlock of Imix, fire snake, giant eagle, giant
hyena, giant strider, giant vulture, kobola
dragonshield, kobold scale sorcerer
Azer, desert hag,* druid, kobold dirtclaw,* 2 (450 XP)
saber-toothed tiger
Flail snail, giant scorpion, hell hound, 3 (700 XP)
magmin tunneler*
Crimson hag,* red dragon wyrmling, 4 (1, l 00 XP)
scorch spider*
Earth elemental, fire elemental, half-red 5 (1,800 XP)
dragon veteran, salamander, xorn, young
remorhaz
Ash elemental,* galeb duhr, lava 6 (2,300 XP)
elemental,* smoke elemental*
Fire elemental myrmidon, molten ooze,* 7 (2,900 XP)
warlock of the fiend
Gem hurler,* salamander inquisitor* 8 (3,900 XP)
Fire giant 9 (5,000 XP)
Primordial salamander,* young red dragon l O (5,900 XP)
Dao, efreeti, remorhaz 11 (7,200 XP)
Drought elemental,* walking mountain,* 12 (8,400 XP)
volcanic bull,* wildfire boar*
Magma elemental* l 3 (10,000 XP)
Fire giant dreadnought 14 (11,500 XP)
Wildfire treant* l 5 (13,000 XP)
Iron golem, phoenix 16 (15,000 XP)
Adult red dragon, fire giant incinerator* 17 (18,800 XP)
Lava worm* 20 (25,000 XP)
Zaratan 22 (41,000 XP)
Ancient red dragon 24 (62,000 XP)
APPENDIX E - CREATURES BY CHALLENGE
CHALLENGE RATING 0 CHALLENGE RATING 5 Dragon of the Swamp
Eagle of the Sun
Awakened Flower Frostbite Spider Geyser Elemental
Spirit of Light Greatmother Oak
CHALLENGE RATING 1/8 Quicksand Elemental
CHALLENGE RATING 6 Ram of the Mountain
Awakened Moss Serpent of the Deep
Awakened Vine Ash Elemental Stallion of the Plains
Fog Elemental Storm Elemental
CHALLENGE RATING 1/4 Green Giant Summit Elemental
Howling Hag Volcanic Bull
Awakened Grass Ice Elemental Walking Mountain
Awakened Thornbush Lava Elemental Web Weaver
Snowman Servant Lightning Elemental Wildfire Boar
Mud Elemental Wolf of the Forest
CHALLENGE RATING 1/2 Sand Elemental
Slime Elemental CHALLENGE RATING 13
Awakened Snaptrap Smoke Elemental
Glows hard Steam Elemental Evergreen Treant
Slag Spirit Living Miracle
Sludge Spirit CHALLENGE RATING 7 Magma Elemental
Snow Spirit
Spark Spirit Molten Ooze CHALLENGE RATING 15
Thornfoul
CHALLENGE RATING l Wildfire Treant
CHALLENGE RATING 8
Awakened Cactus CHALLENGE RATING 16
Bathing Spirit Gem Hurler
Blowing Spirit Salamander Inquisitor Frost Giant Winter Herald
Burning Spirit
Burying Spirit CHALLENGE RATING 9 CHALLENGE RATING 17
Goblin Wind Rouser
Drowning Elemental Elder Treant
CHALLENGE RATING 2 Sand Assassin Fire Giant Incinerator
Desert Hag CHALLENGE RATING 10 CHALLENGE RATING 20
Kobold Dirtclaw
Sandtrap Spider Primordial Salamander Lava Worm
Snowman Soldier Storm Hag
Swarm of Pixies CHALLENGE RATING 22
CHALLENGE RATING 11
CHALLENGE RATING 3 Chaos Elemental
Green Giant Warden Unity Elemental
Giant Pitcher Plant
Gnoll Beastmage CHALLENGE RATING 12 VARIABLE CHALLENGE RATING
Magmin Tunneler Ice Golem Armor (CR 12+)
Astral Panther Lava Golem Armor (CR 12+)
CHALLENGE RATING 4 Bat of the Below Metal Golem Armor (CR 12+)
Bear of the Tundra Stone Golem Armor (CR 12+)
Crimson Hag Coyote of the Mirage
Ore Wartorch Cloudweb Tarantula
Scorch Spider Crab of the Coast
Squad of Sprites Drought Elemental
Ltou cAN ~ -ro cA~Ec0'(2.l~ -r-tt6 VAN~ Oy -r-tt6 WO12L-V Wt-r-tt NuMl?~
c-t·t.A'tz:r;, AN'D ~t=='-tt~ 1?u-r "{Ou Wtt..t.. NeV612--1?6 A1?L.6 -ro 1?'{2.fVtc-r Wtt.A-r F l ~
"{Ou cAN ANV ~'-r-tt.ANVl....6- l'V6 ~66N MAN'-l y'(2.L6N~ Vt6 tN ~o-cAu...eD u6A~'-l
cAMNe:ou-r--r-tetVtNeKN.~'-lOU, ANV
Vtc-ro'(2.16~ ll l'{ON~~tz4 cAN ~u12t?{2.J.~6
No-r No-r No-rNO ON6 t~ tNVu4J6{2A1?L.6 AL.L. -r-tt6 'l1M6.
'-lOU, Vtu.A.tN~
'-lOt.A.
-~UV
APPENDIX E: CREATURES BY CHALLENGE
RATING
244 FANMADE HOMEBREW THE ELEMENTS AND BEYOND
D&D UNLEASHED (vl.O)
ART CREDITS Page 40: "Breakthrough" by Raymond Swanland
Page 41: "Volcanic Rush" by Ryan Barger
These pages present the artist credits for all artwork in Page 42: -Artist Unknown -
this compendium, wherever it was possible to locate. Page 43: "Whirlwind" by Angevere
Please support these amazing artists and their fantastic Page 44: "Monk of the Shaolin Temple" by kiddo428
work. Free stock imagery is not credited Page 45: -Artist Unknown -
Page 46: "League Guildmage" by Svedin Velinov
If you know the credits for unknown artwork here, let Page 47: "Dark Souls" by RebecaSaray
us know! If you find your artwork here without known Page 48: "Dark Woods" by HELMUTTT
credits or you don't want your artwork to be used, please Page 49: "Riptide Poseidon" from Smite
let us know immediately and we'll act on it! Page 50: "Coup de Grace" by cwalton73
Page 51: "Lunar Mystic" by Wesley Burt
Credits by Page: Page 52: "Israfil" by 000Fesbra000
Cover Page: "Fell the Mighty" by Raymond Swanland, Page 53: "Stone Haven Pilgrim" by Cristi Balanescu
Page 54: "Baby Element" by Rudy Siswanto
''.Addie Slime" by Cryptcrawler, "Rumbling Rockslide" by Page 55: "Rosethorn Acolyte" by Johannes Voss
Adam Paquette, "Bluebell Pixie" by Igor-Grechanyi, Page 56: (Seems To Be) "Great Tree" by Andrei Pope
"Fire Demon" by Igor-Grechanyi, "The Water Wizard" by Page 57: "Dragon Mage" By Kerim Beyit
Darryl He, "Dryad" by Todd Lockwood, "Cyclonic Rift" Page 58: "Dragon Valley" By Illia Tsiushkevich
by Chris Rahn (Left to Right, Top to Bottom) Page 62: ''ArvosJadestone - Dwarf Shaman" by
Nightblue-art
Page 1: "Elementalist" by Jan Unolt Page 63: "Hydroblast" by Lake Hurwitz
Page 3: "Firespout" by Raymond Swanland Page 64: "Demon Priest" by Dominik Mayer
Page 65: "Conclave Naturalists" by Howard Lyon
Page 4: "~.?<." by Ivan ~j:tfL Page 66: "Faerie Vandal" by Paul Scott Canavan
Page 67: "Ice Dungeon" by kingkostas
Page 5: "Ranger" by Mikhail Palamarchuk (Elf in Page 73: "Boulder" from Gwent
Foreground), ''.Jungle" by Alejandro Mejias (Background) Page 74: "Lava Burst" by Cristopher Burdett
Page 75: "Mox Ruby" by Steamhat
Page 6: "Corvian" byJoseph Watmough Page 76: "Wind Strider" by Magali Villeneuve
Page 7: "Icefeather Aven" by Slawomir Maniak Page 77: ''Assassin's Creed IV Black Flag Fan art" by
Page 8: "skekOk the Scroll Keeper" by BMacSmith
Page 9: "Shardmind" by NumberSlayer Sergey Zabelin
Page 10: "Crystal Guy" by Daniel Gish Page 78: "Drowning Sphere" by ooki Draws
Page 11: "Shardmind 4e" from Wizards of the Coast Page 80: "Deep Freeze" by Svedin Velinov
Page 12: "Prismite" by Alayna Danner Page 81: "The Warlock" by Bogdan-MRK
Page 13: "Octopus Man" by sliiva Page 82: "Blinding Mage" by Eric Deschamps
Page 14: ''Academy Ruins" by John Avon Page 83: "Illusionist's Bracers" by Svedin Velinov
Page 15: "Tentacle-guy" by WouterGort Page 84: "Ice Golem" by Malabra
Page 16: "Simic Manipulator" by Maciej Kuciara Page 87: "Vivien's Invocation" by algenpfleger
Page 17: "Faerie Duelist" by Yongjae Choi Page 89: "Rolling Boulder" by Richard Wright
Page 20: "Rankle, Master of Pranks" by Dmitry Page 90: "Searing Blaze" by James Paick
Burmak Page 93: "Elemental Appeal" by Nick Silva
Page 21: "Dark Iron Dwarf" by BLNKlO0 Page 94: "Seismic Stomp" by Chase Stone
Page 22: "Stone Dwarf" by lordsenneian (Top), Page 95: "Leaf Arrow" by Eric Deschamps
"Gorimbur Axehand" by BobKehl (Bottom) Page 97: "Illusory Wall" by Henry Wong
Page 23: "Startouch Elf Concept" by Katie De Sousa Page 98: "Quicksand" by dleoblack
Page 24: "Squirrel Ride" by Yumenoki Page 99: "The Surge 3 Artwork" by David Miiller
Page 25: -Artist Unknown - Page 101: "Lord of Sunlight" by sstarkm
Page 26: ''Ashling the Pilgrim" by Wayne Reynolds Page 102: "Quen Sign" from Gwent
Page 27: "Ragnar, a Storm Genasi" by Lin Romanov Page 103: "Mistfire Adept" by Clint Cearley
Page 28: "Fairy Village" by Yang Sohyeon Page 104: "Chandra, Roaring Flame" by Eric
Page 29: "Scale the Heights" by Cristi Balanescu
Page 30: "Persia" by Bigball Gao Deschamps
Page 31: "Neanderthal Caveman" by Giuseppe De lure Page 105: "Theren Siannodal - Water Whip" by
Page 32: "Unrelenting Force" by Nuare Studio
Page 33: Lord of the Jungle (2011 Dynamite) #6D ssandulak
Variant Cover Page 106: "Stonewise Fortifier" by Ryan Alexander Lee
Page 34: "The Name of the Wind" French Cover by Page 107: "Kryslin Lake Exterior" by Weston T.Jones
Marc Simonetti Page 110: -Artist Unknown -
Page 35: -Artist Unknown - Continued on Next Page...
Page 36: "Water Enchantress" by milana-black
Page 37: "Olympian Flash" from Infinite Crisis
Page 38: "Katumaros" by Sam Baer
Page 39: "Seed of Power" by Aurore Folny
ART CREDITS
THE ELEMENTS AND BEYOND FANMADE HOMEBREW D&D UNLEASHED (vl.O)
Page 111: "TitansGrave - Concept Design -The Orb" Page 170: "Terramorphic Expanse" by Andreas Rocha
by ScribblePadStudios Page 172: "Elemental of Dust" by Marcos Poncio
Page 173: "Hot Spring Guardian" by Gustav Schmidt
Page 112: "Yoritomo Harumi" by Jason Engle Page 174: -Artist Unknown -
Page 114: "Lava Shock" by Zoltan Boros Page 175: -Artist Unknown -
Page 115: "Poison Cloud" from Prime World: Page 176: "Wrath of the Titans Concept Art" by
Defenders 2 Daren Harley
Page 116: "Frost Breath" by Mike Bierek Page 178: "Kydoran" by DrStein
Page 119: ''Akoum Firebird" by Chris Rahn Page 179: "Pyroclastic Hellion" by Simon Dominic
Page 120: "Flesh-Eating Ooze" by Matt DeMino Page 180: -Artist Unknown -
Page 122: "Radiant Purge" by Igor Kieryluk Page 181: "Magma Ooze" from Pathfinder
Page 123: "Desert Twister" by Noah Bradley Page 182: "Ore Sorcerer" by SteveSketches
Page 124: -Artist Unknown - Page 186: "Feral Invocation" by Mathias Kollros
Page 125: "Banishing Stroke" by Igor Kieryluk Page 187: "Bat" by SaeedRamez
Page 126: -Artist Unknown - Page 188: "Warrior Polar Bear" by S. Alcide
Page 130: -Artist Unknown - Page 189: "Desert Coyote" by vixentheangryfox
Page 131: -Artist Unknown - Page 190: "Knight and Giant Crab" by Mehdi
Page 132: -Artist Unknown -
Page 133: "Giant Flytrap" by Michael]aecks Homayounfar
Page 135: "Golden Fiery Aura" from Adventure Story Page 191: "The Swamp 2: The King" by Gaetan Weltzer
Page 137: "Griptide" by Igor Kieryluk Page 192: "Rustwing Falcon" by Paul Scott Canavan
Page 138: "The Water Elemental Undine" by Page 193: "Oak" by Dmitry Tsarev
Xzeromus Page 194: "Barometz" by Mattias Fahlberg
Page 140: "Elemental: Water" by Sedeptra (Left1 Page 195: "Sea Serpent" by Andantonius
"Flame Elemental" by Tyler Walpole (Right) Page 196: -Artist Unknown -
Page 141: "Earth Elemental" by Ian Marcuson Page 197: -Artist Unknown -
Page 142: -Artist Unknown - (Left1 "Corrupted Page 198: "Giant Spider" by TyphonArt
Zendikon" by John Avon Page 199: -Artist Unknown -
Page 143: "Giant Snowman" by Songyue Huang Page 200: ''Alectorfencer's Plant Spirit" by sandara
(Left1 "Storm Elemental" by Ian Marcuson (Right) Page 201: -Artist Unknown -
Page 144: "Faerie Formation" by Ryan Yee Page 202: "The Giant Fire Snake" by fire-doused
Page 145: "Stolen by the Fae" by Ryan Alexander Lee Page 203: "Sand Runner" by Gianluca Rolli
Page 146: "Crystal Golem" by ertacaltinoz Page 204: "Dance of the Snow Queen (and her evil
Page 147: -Artist Unknown-
Page 148: -Artist Unknown - snowmen)" by Frankie Smith
Page 149: -Artist Unknown - Page 205: "Snow Spider" by Akeiron
Page 150: "Beanstalk Giant" byJason A. Engle Page 206: "Ice Spider" by Marc Simonetti
Page 151: "Fantasy Avengers Hulk" by Daniel Page 207: -Artist Unknown - (Spider in Foreground1
Kamarudin "Desert Fantasy" by Lambity (Background)
Page 152: "Gnoll Scout" by BenWootten Page 208: "Lava Spider" by Evan Yovaisis
Page 153: "another goblin" by 0BO Page 209: "Thorn Elemental" by RK Post
Page 154: ''Judgement Day" by Jakub Rozalski Page 210: "The Snows of Summer" by Brynn
Page 155: "Howling Golem" by Grzegorz Rutkowski
Page 156: -Artist Unknown - Metheney
Page 157: "Tezad The Darkmaster" By Majentta Page 211: -Artist Unknown-
Page 158: -Artist Unknown - Page 212: ''Ancient Treant" by bocho
Page 159: -Artist Unknown - Page 213: "Earth Coloss" by Ryan Van Dongen
Page 160: "Ezren Vs Storm Hag" By Rhineville Page 214: "Scorpion" by Alejandro Garcia
Page 161: "Smoke Monolith" by nJoo Page 216: "Deafened" by ameeeeba
Page 162: "Mist Elemental" by Hazgarn Page 218: ''A Guarding Knight" from Cabal Online
Page 163: "Ice Monolith" by nJoo Page 219: "Fire Attack!" by Chaos-Draco
Page 164: "Magma Golem" by Seraph777 Page 220: "Battle Mage" by Tomasz Chistowski
Page 165: "Element Girls: Lightning" by MKOl Page 221: "Torpor Orb" by Svetlin Velinov
Page 223: -Artist Unknown -
(Left1 "Ooze Monolith" by nJoo (Right) Page 224: "The Mage" by Michele Giorgi
Page 166: "Sand Elemental" by Mike Ackerman Page 225: "Disdainful Stroke" by Deruchenko
(Left1 "Liege of the Tangle" by Jason Chan (Right) Alexander
Page 167: "Pollution Elemental" by ProdigyDuck Page 226: "Firemantle Mage" by Chris Rahn
Page 227: "Emmessi Tome" by Craig] Spearing
(Left1 "Steam Surger" by Jakub Kasper (Right) Page 237: "Demystify" by Veronique Meignaud
Page 168: "Pyroclastic Elemental" by Svetlin Velinov Page 239: -Artist Unknown -
Page 169: "Mud Golem" by Katy Grierson Page 243: "Volcanic Island" by Noah Bradley
246 ART CREDITS
D&D UNLEASHED (vl.O)
FANMADE HOMEBREW THE ELEMENTS AND BEYOND