Xanathar's Guide to Everything PDF

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TINY SERVANT
Tiny construct, unaligned


Armor Class 15 (natural armo r)
Hit Points 10 (4d4)
Speed^30 ft., climb^30 ft.

STR
4 (-3)

DEX
16 (+3)

CON
10 (+O)

INT
2 (-4)

Damage Immunities poison, psyc hic

WIS
10 (+O)

CHA
l (-5)

Condition Immunities blinded, charmed, deafened, exhaustion,
fr ightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10
Languages-

ACTIONS
Slam. Melee Weapon Attack: + 5 to hit, reach^5 ft., one target.
Hit:^5 (ld4 + 3) bludgeoning damage.

mand to each one.) You decid e what action the c reature
will take and where it w ill move during its next turn, or
you can issue a simple, gene ra l command, s uch as to
fetch a key, s ta nd watch, or stack som e books. If you is-
s ue no commands, the servant does nothing other than
defend itself agains t hostile creatures. Once given an
order, the servant continues to follow that o rde r until its
task is comple te.
When the creature drops to^0 hit points, it reverts to
its o rigina l form, a nd any re m a ining damage carries
over to that form.
At Higher Levels. When you cast this spell us ing a
spell s lot of 4 th level or higher, you can animate two ad-
ditional objects for each s lot level above 3 rd.

TOLL THE DEA D
Necromancy can trip
Casting Time: l action
Range: 60 fe et
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range,
and the sound of a dolorous be ll fills the air around it
for a m o ment. The targe t must s ucceed o n a Wisdom
saving throw or take ld8 necrotic damage. If the target
is missing a ny of its hit points, it instead takes ldl2 ne-
crotic damage.
The spell's damage increases by one die when you
reach 5th level (2d8 or 2dl2), 11th level (3d8 o r 3d12),
and 17th level (4d8 or 4d12).

TRAN SM UTE ROCK
5th-level transmutation
Casting Time: 1 action
Range:^120 feet
Components: V, S , M (clay a nd wate r)
Duration: Until dispelle d
You c hoose an a rea of s tone or mud that you can see
that fits within a 4 0 -foot c ube and is w ithin range, and
choose o ne of the following effects.
Transmute Rock to Mud. Nonmagical roc k of any
sort in the a rea becomes a n equal volume of thic k, flow-
ing mud that remains for the sp ell's duration.
The ground in the spell's a rea becomes muddy enough
that creatures can sink into it. Each foot that a c reature
moves through the mud costs 4 feet of movement, and
any c reature on the ground w he n you cast the spell must
make a Strength saving throw. A creature mus t also
make the saving throw when it moves into the area for
the first time on a turn or e nds its turn there. On a fa iled
save, a creature sinks into the mud and is restrained,
though it can use a n action to e nd the restra ined condi-
tion on itself by pulling itself free of the mud.
If you cast the s pell on a ceiling, the mud falls. Any
creature under the mud whe n it fa lls must m a ke a Dex-
terity saving throw. A creature takes 4d8 bludgeoning
damage on a failed save, o r ha lf as much damage o n a
s uccessful one.
Transmute Mud to Rock. Nonmagical mud o r quick-
sand in the area no more than^10 fe e t deep tra nsforms
into soft s tone for the spell's duration. Any creature in
the mud when it transforms mus t make a Dexterity sav-
ing throw. bn a successful save, a creature is shunted
safely to the surface in an unoccup ied space. On a failed
save, a creature becomes restraine d by the rock. A re-
strained creature, or a nother c reature within reach , can
use a n action to try to break the rock by s ucceeding on
a DC 20 Strength check or by dealing damage to it. The
rock has AC 15 and 25 hit points, and it is immune to
poison and psychic da mage.

CHAPTER^3 I SPELLS
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