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