One-Stop 5e D&D Stat Blocks

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As a 4e player, I find the 5th edition stat blocks a major step backwards. The idea of having to comb through multiple spell descriptions in the PHB while trying to run an NPC is unappetizing to say the least. I preferred the self-sufficient stat blocks of 4e. I know thereā€™s a lot of hate for 4e out there, but even the most hateful edition warriors might be able to appreciate one-stop stat blocks. Well, here they are. Iā€™ve gone through the 5e Monster Manual and expanded the stat blocks so that you need nothing more than the stat block to run the creature.

Well, thatā€™s not 100% true. If you want your NPC to shove another creature, then youā€™ll still have to look up the rules on shoving. However, those rules are the same for all creatures, easy to memorize, and in some cases not used very often, so theyā€™re best left for ad hoc reference to the PHB.

Here are some notes:

  1. In most cases, the basic idea is to expand the spell-like abilities, providing a full description for each. This could get insanely long, so I used some shorthand. A min/maxer would be able to manipulate this language to his or her advantage, but youā€™re the DM. I doubt thatā€™s your goal.
  1. In addition to making the stat blocks self-contained, I also tried to make the monsters more interesting. In quite a few cases, the stat blocks follow a specific, boring pattern: ā€œMultiattack, Bite, Claw, Clawā€ or ā€œMultiattack, Melee weapon.ā€ The giants, for example, are remarkably similar. The only difference between the hill, fire, frost, and stone giants are reach and resistance. So, even for a CR 2 NPC like the Azer, it made sense to give it Innate Spellcasting. This gave it an underpowered ranged attack, making the AzerĀ more interesting without making it overpowered.
  1. Iā€™ve noticed that the player power curve beings to distance itself from the NPC power curve by 5th or 6th level. This isnā€™t surprising in light of the fact that the table on page 274 of the Dungeon Masterā€™s Guide, Monster Statistics by Challenge Rating, requires higher damage expressions for many higher-level monsters than what appears in the Monster Manual. My stat blocks reflect whatā€™s in the Dungeon Masterā€™s Guide, so expect tougher monsters. Note: I did not increase monster AC or hit points, because I didnā€™t want NPCs that would create seemingly interminable encounters.
  1. Legendary creatures are, across the board, interesting and well-stated out. I havenā€™t made any changes to the statistics of legendary creatures.
  1. The couatl is an example of a stat block that requires some discussion. Despite not being a legendary creature, when I converted the stat block to my format, it was over a page long (9-point font, 1/2ā€ margins). There are some that are even bigger. This can be seen as a failure of monster design (i.e., itā€™s too complicated to expect a DM ever to use it as written) or a success of monster type.Ā By the latter I mean that the full stat block should be seen as a starting point. You can delete spell-like abilities that youā€™re never going to use, leaving a smaller, more manageable, and more practical stat block. When youā€™ve deleted certain spell-like abilities, whatā€™s left could be a couatl that focuses on healing, focuses onĀ damage, or is best suited for a role-playing challenge. Or not. If you want to run it as written, go for it. I’m not barking out orders; I’m just providing someĀ options.
  1. The further I went into the Monster Manual, the bigger the stat blocks became. High-level casters have a lot of spells.
  1. I added a suggestion for using aĀ slaad in an otherwise boring encounter. I’ve had some fun with it and hope you do as well.
  1. For the final version, I’ve made several changes. Mostly they were pagination choices, but I had to fix my screwed up dryad (forgot some spells), and I had to correct all of the spell descriptions for Suggestion (adding the save). If you find any errors, please let me know.
  1. There’s a discussion about these stat blocks on ENWorld here. I’m making several changes based on the feedback I receive there. If you want the latest, greatest document,Ā bookmarkĀ that discussion orĀ this page.

And so, here is the complete set of one-stop stat blocks for 5e:

CompletedĀ OctoberĀ 26,Ā 2015

Edited 10/31/2015: Added appendix showing all changes I made to stat blocks. Added a table of contents. Every stat block starts on a new page. Corrected several typographical errors due to copy-and-paste errors, including (among other things) missing powers, extraneous powers,Ā and incorrect to-hit and damage expressions.

Edited 11/1/2015: Corrected cut-and-paste errors appearing in Hill Giant stat block. Added Hill Giant’s Rock powerĀ to errata.

Edited 11/1/2015: Added a date and time stamp so you can make sure you have the latest version. Added aĀ spellcasting sheet for hag covens.

Edited 11/7/2015: Added the spellcasting variant of the Vampire. Corrected a typo in the PixieĀ stat block.

Edited 11/23/2015:Ā Corrected the Archmage stat block to reflect that Fire Bolt as a cantrip.

Edited 12/05/2015:Ā Corrected the Yugoloth:Ā NycalothĀ stat block to reference itself rather than the Lamia in the Mirror Image spell.

Edited 12/06/2015:Ā Corrected the Yugoloth:Ā NycalothĀ stat block to reference itself rather than the Lamia in the Mirror Image spell (there were two errors, one of which was missed in yesterday’s edit).

Edited 12/26/2015: Incorporated the Official Monster Manual Errata from Wizards of the Coast. Corrected the Drow Elite Warrior to include poison damage in the shortsword attack.

Edited 06/01/2016:Ā Corrected the typo in a Dao’s feature.

Edited 06/17/2016:Ā Corrected the Fire Giant’s Burning Hands spell.

Edited 10/29/2016:Ā Corrected both mind flayer stat blocks to reflect the property creature type (aberration) and alignment (lawful evil).Ā 

The most recent version: Latest Versions Available Here

A “Pure” version of this document can be found here: Latest Versions Available Here

Remember, if you like what you see and wantĀ the upcoming Kobold Press bestiary to use this stat block format, pummel Wolfgang Baur with tweets saying so! He’s at @MonkeyKing on twitter, and Kobold Press is, not surprisingly, at @KoboldPress.

Happy gaming!

Follow me on Twitter @GSLLC
Follow me on Twitter @MonkeyKing
Follow me on Twitter @KoboldPress

Special thanks to Mike (@SlyFlourish), Vic (@Luddite_Vic), Erik (@Erik_Nowak), John (@GOPCyclist), and Rob Oz (too good for Twitter) for their insights.

39 thoughts on “One-Stop 5e D&D Stat Blocks

  1. Very minor nit: In the NPC: Archmage and Mage stat block, the parenthetical after fire bolt is “at will” while all other cantrips are listed as “cantrip”

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  2. This is already coming in very handy! I found a small error on page 93 (the nycaloth): under the Mirror Image spell, it looks like you forgot to replace a couple of instances of “lamia” with “yugoloth.”

    Thanks for this resource!

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  3. A slightly different approach to the same end. I prepare index cards with stat blocks for all expected (and random) encounters per session. Mostly, it is a cut and paste from the SRD, but I also add in spell descriptions, similar to Frylock. The short spell format is slightly different than Frylocks (and I treat cantrips different than spells since cantrips don’t have to be tracked). Every time I create a spell, I put it in a list so I won’t have recreate later. Below is my current list of short-format spells (note that some of these spells are custom/houseruled spells; I’ve marked them with an asterisk):

    Short Form Spell List
    =================
    Alter Self (2nd). Action to cast, self, concentration up to 1 hour. The caster uses an action to take or change into of three forms: Aquatic adaptation (can breathe water and has swim speed 30 ft); change appearance (change form to another medium, humanoid creature); or natural weapons (gain natural weapons, reach 5ā€™, +8 to hit, 1d6+1 damage).

    Animal Wildness* (2nd). Action to cast, 30 ft., 24 hours. One target. Beast or beast-like monstrosity loses training/domestication. Animal companions and strongly bonded creatures make Will save (using own or masterā€™s save) to negate.

    Bestow Curse* (3rd). Action to cast, 60 ft. One mortal creature. Wis save or subject to curse beginning at next dawn. Curse may be: disadvantage on ability check for one ability score, Wis save or do nothing each turn, cannot naturally regain hit points, etc. See spell description.

    Bestow Major Curse* (5th). Action to cast, 60 ft. One mortal creature. Wis save or subject to major curse beginning at next dawn. Curse may be: polymorph into beast with CR less than level; never naturally wake from next sleep; wanderlust; until riddle solved, disadvantage on all ability checks, attack rolls, saving throws; 101 days after cast, drop to 0 hp and begin dying; etc. See spell description.

    Blight (4th). Action to cast, 30 ft, instantaneous. One target. 8d8 necromantic damage, or half with Con save. Plants save at disadv an take max damage. No effect on undead or constructs. Higher level slot +1d8 damage per level.

    Blindness/Deafness (2nd). Action to cast, 30 ft, 1 minute. One target. Con save or target blinded or deafened for duration. Target may repeat save at end of each its turn to end spell. Higher level slot +1 creature per level.

    Call Lightning (3rd). Action to cast, 120 ft, concentration up to 10 minutes. Each turn, as action, designated target Dex save or 3d10 lightning damage, save for half. Must be outdoors; preexisting storm +1d10 damage. Higher level slot +1d8 damage per level.

    Clairvoyance (3rd). 10 minutes to cast, 1 mile, concentration up to 10 minutes. Invisible sensor within range to see and hear through.

    Cloudkill (5th). Action to cast, 120 ft, concentration up to 10 minutes. 20 ft radius sphere of fog. When creature enters, or starts turn in fog, 5d8 poison damage, Con save for half. Fog moves 10 ft away from caster at start of each caster turn. High winds will disperse fog. Higher level slot +1d8 damage per level.

    Contact Spirit of the Dead* (4th). 1 minute to cast, self only, 1 minute. Allows caster to contact and question a dead spirit. See spell description.

    Command (1st). Action to cast, 60 ft, 1 round. One target. Wis save or target follows single-word command, e.g. approach, drop (item), flee, grovel (go prone), and halt (take no actions).

    Counterspell (3rd). Reaction to cast, 60 ft, 1 round, instantaneous. 3rd level spell interrupted fails. Higher level spell, ability check using spellcasting ability DC 10 + spell level. Higher level slot automatically succeeds against higher level spell.

    Crown of Madness* (2nd). Action to cast, 120 ft, concentration up to 1 minute. One humanoid target. Wis save or charmed for the duration. Target speed reduced to 10 ft. Target must move towards and attack designated creature (including opportunity attacks). Use action to maintain spell. Target makes new save at end of its turns to end. When spell ends, target takes 2d10 psychic damage.

    Cure Wounds (1st). Action to cast, touch, instantaneous. Touch heals target 1d8+Mod hit points. Higher level slot +1d8 hit points per level.

    Darkness (2nd). Action to cast, 60 ft, concentration up to 10 minutes. 15 ft-radius sphere centered on a point within range, an unattended object in range, or an object the caster is holding. Creates darkness that spreads around corners and dispels light spells of 2nd level or lower.

    Darkvision (2nd). Action to cast, touch, 8 hours. One target. Target gains darkvision 60 ft.

    Detect Thoughts (2nd). Action to cast, self, concentration up to 1 minute. Read surface thoughts of creatures within 30 ft and, with caster’s action, probe thoughts if target fails Wis save. Also detects thinking, hidden creatures.

    Dispel Magic (3rd). Action to cast, 120 ft, instantaneous. One creature, object or magical effect. 3rd level or lower spells end; higher level make ability check DC 10 + spell level. Higher level slot raises automatic end.

    Dissonant Whispers (1st). Action to cast, 60 ft, instantaneous. One target. Wis save or 3d6 psychic damage and use reaction to move away at speed. Half damage, no movement on success. Higher level slot +1d6 damage per level.

    Enlarge/Reduce (2nd). Action to cast, 30 ft, concentration up to 1 minute. One target, may be creature or object. Wis save or target increase/decrease one size category; giving adv/disadv on Str save and ability checks, and +/-1d4 damage on attacks.

    Entangle (1st). Action to cast, 90 ft, concentration up to 1 minute. 20 ft square is difficult terrain. Creatures in, or entering, square Str save or restrained. Creature can use action to make Str check to escape restraint.

    Evil Eye* (1st). Action to cast, 30 ft, 1 week. Target must be able to see caster. Wis saving throw or, at stressful time from 12 hours to 1 week later, disadvantage on single attack, saving throw or ability check.

    Eyebite (6th). Action to cast, self, concentration up to 1 minute. Each turn, target a creature within 60 ft. Target makes Wis save or suffer effect of casterā€™s choice: (1) unconscious until wakened by another or damage; (2) frightened and must use Dash action to flee caster until more than 60 ft away and cannot see caster; (3) disadv on attack and ability checks until succeed on Wis save at end of each of its turns.

    Faerie Fire (1st). Action to cast, 60 ft, concentration up to 1 minute. Targets objects and creatures in 20 ft cube. Dex save or targets grant advantage on attack and no benefit from invisibility.

    Fear (3rd). Action to cast, concentration up to 1 minute. Targets in 30 ft cone from caster. Wis save or frightened for duration and must use Dash action to flee caster. If target cannot see caster at end of turn, make new save to end spell.

    Finger of Death (7th). Action to cast, 60 ft., instantaneous. One target. 7d8 + 30 necromantic damage, or half with Con save. Next round, humanoid target killed raises as zombie under caster control.

    Fireball (3rd). Action to cast, 150 ft., instantaneous. 20 ft radius sphere. 8d6 fire damage, half damage with Dex save. Higher level slot +1d6 damage per level.

    Fright* (1st). Action to cast, 60 ft, concentration up to 1 minute. One target. Wis save or frightened for duration. Target makes new save at end of its turns to end (since the target is frightened, the saving throw is at disadvantage).

    Geas (5th). 1 minute to cast, 60 ft, 30 days. One target. Wis save or target charmed and must carry out service. If target acts contrary, take 5d10 psychic damage, max 1/day. Higher level slot 7/8th duration 1 year, 9th duration indefinite.

    Greater Invisibility (4th). Action to cast, touch, concentration up to 1 minute. One target is invisible.

    Hold Person (2nd). Action to cast, 60 ft, concentration up to 1 minute. One humanoid target. Wis save or paralyzed for the duration. Target makes new save at end of its turns to end.

    Inflict Pain (2nd). Action to cast, 120 ft, concentration up to 1 minute. One target. Con save or 2d10 psychic damage and disadvantage on attack rolls and ability checks until end of next action. Half damage on success. For duration, caster action to repeat save/damage; spell ends if caster does something else, target outside range or target cannot hear. Higher level slot +1d10 damage per level.

    Invisibility (2nd). Action to cast, touch, concentration up to 1 hour. One target. Invisible until target attacks or casts a spell. At higher levels, +1 target per level.

    Knock (2nd). Action to cast, 60 ft. instantaneous. Opens mundane door, chest, manacles, lock, etc or suppresses arcane lock spell for 10 mins.

    Levitate (2nd). Action to cast, self only, concentration up to 10 minutes. Rise 20 ft or change altitude 20 ft as movement. Horizontal movement possible by grabbing fixed object, i.e. climbing.

    Lightning Bolt (3rd). Action to cast, 100 ft. line from self, instantaneous. 8d6 lightning damage, half damage with Dex save. Higher level slot +1d6 damage per level.

    Magic Circle (3rd). 1 minute to cast, 10 ft, 1 hour. 10 ft-radius cylinder. Choose one of celestials, elementals, fey, fiends, or undead. That type canā€™t enter cylinder willingly, disadvantage on attacks against targets in cylinder; persons in cylinder can be charmed, frightened or possessed by that type. May be reversed. At higher levels +1 hour per level.

    Magic Missile (1st). Action to cast, 120 ft., instantaneous. One target. 1d4+1 force damage. Higher level slot +1d4+1 per level.

    Mirage Arcane (7th). 10 minutes to cast, sight, 10 days. 1 mile square illusionary terrain.

    Mirror Image (2nd). Action to cast, self, 1 minute. Creates 3 illusory duplicates, with AC 10 + Dex mod, and destroyed by an attack. Attack randomly affects you or a duplicate.

    Phantasmal Killer (4th). Action to cast, 120 ft, concentration up to 1 minute. One target. Wis save or frightened for duration and 4d10 psychic damage at beginning of its turns. Target makes new save at end of its turn to end spell. Higher level slot +1d10 damage per level.

    Phantasmal Stalker* (3rd). Action to cast, 500 ft, 7 days from sunset. One target. Wis save or appear stalked, disadvantage on illusion-based fear effects, frightening effects from incorporeal undead and frightening effects from unseen sources, as well as double damage from phantasmal trap, phantasmal killer and weird spells.

    Phantasmal Trap* (3rd). Action to cast, 120 ft, concentration up to 1 minute. One target. Wis save or restrained for duration and 2d10 psychic damage at beginning of its turns. Target makes new save at end of its turn to end spell. Higher level slot +1d10 damage per level.

    Polymorph (4th). Action to cast, 60 ft., concentration up to 1 hour. One target. Wis save or target transformed into beast with CR no greater than level. Hit points carryover.

    Power Word Stun (8th). Action to cast, 60 ft., instantaneous. One target. If target has less than 150 hp it is stunned. Target makes Con save at end of each of its turns to end effect.

    Protection from Evil and Good (1st). Action to cast, touch, concentration up to 10 minutes. One target. Aberrations, celestials, elementals, fey, fiends, and undead have disadvantage to attack target; target canā€™t be charmed, frightened or possessed by such creatures; and if charmed, frightened or possessed by such creatures, gains advantage on new saving throws.

    Punji Trap* (1st). Action to cast, 30 ft, 1 minute. Creatures entering designated 5 ft area take 4d6 piercing damage (+2d6 to beasts), Dex save for half, ending spell. Area is a trap, is hidden and may be disabled. If casting time 1 minute, duration is 8 hours.

    Ray of Fatigue (1st). Action to cast, 60 ft, instantaneous. One target. Ranged spell attack. Hit: One level of fatigue (plus another level for each higher level slot, up to four levels). This spell doesn’t stack with itself.

    Ray of Enfeeblement (1st). Action to cast, 60 ft, concentration up to 1 minute. One target. Ranged spell attack. Hit: target does half damage with Str-based attacks. Target makes Con save at end of its turns to end.

    Ray of Sickness* (1st). Action to cast, 60 ft, instantaneous. One target. Ranged spell attack. Hit: 2d8 of damage (+1d8 for each higher level slot) and if fail a Con save, poisoned until the end of caster’s next turn.

    Sanctuary (1st). Bonus action to cast, 30 ft, 1 minute. Wards target. A creature that tries to attack the warded target must succeed on a Wis save or else choose a new target (or lose the attack). The spell does not protect the target from area effects. If target attacks or affects an enemy, the spell ends.

    Scrying (5th). 10 minutes to cast, self, concentration up to 10 minutes. Target makes Wis save, with modifications, or remotely viewed. See spell description.

    Shield (1st). Reaction, 1 round. Gain +5 bonus to AC and negate magic missile.

    Silence (2nd). Action to cast, 120 ft, concentration up to 10 minutes. 20 ft sphere. Within sphere, no sound, creatures deafened, immune to thunder damage, no spells with verbal component.

    Sleep (1st). Action to cast, 90 ft, 1 minute. One target. 5d8 hp of creatures within 20 ft of designated spot (starting with least hp) goes unconscious (and may be woken with an action).Undead and immune to charmed unaffected. Higher level slot +2d8 hp per level.

    Snare Trap (2nd). Action to cast, touch, 1 minute. Creatures entering designated 10 ft area take 1d6 bludgeoning damage and restrained, Dex save negates. Creature can take 1 minute to make Str check to escape restraint; up to 3 times (Large and larger creatures have advantage). Area is a trap, is hidden and may be disabled. If casting time 1 minute, duration is 8 hours.

    Spirit Guardians (3rd). Action to cast, concentration up to 10 minutes. Creatures entering or starting turn within 15 ft. of caster must make Wis save of 3d8 radiant/necrotic damage; half if save. No effect on designated creatures. Higher level slot +1d8 damage per level.

    Suggestion (2nd). Action to cast, 30 ft, concentration up to 8 hours. Wis save or target (susceptible to charm) will follow a reasonable course of action up to duration. Spell ends if caster or companions damage target.

    True Seeing (6th). Action to cast, touch, 1 hour. One target. Target has truesight, can see magically hidden secret doors, through illusions, ethereally, etc. to 120 ft.

    Wall of Bones* (6th). Action to cast, 120 ft, concentration up to 10 minutes. Wall of bones 60 ft long, 10 ft high, 5 ft thick; or 20 ft diameter circle, 20 ft high, 5 ft thick. Creatures in area take 7d8 damage (half necromantic, half piercing), Dex save for half. Undead with Int 9 or less must make Wis save or move to touch wall. Corporeal undead that touch wall must make Wis save or partially incorporated, and restrained. May separate with Wis save or when spell ends, taking 10d8 damage, no save.
    ā€ƒ
    Cantrip Actions
    ============
    Chill Touch (cantrip). Ranged Spell Attack: +__ to hit, range 120 ft., one target
    Hit: 1d8 necrotic damage and canā€™t regain hit points until your next turn. Undead target also has disadvantage on attack rolls until the end of your turn. [2d8 at 5th, 3d8 at 11th, 4d8 at 17th]

    Fire Bolt (cantrip). Ranged Spell Attack: +__ to hit, range 120 ft., one target
    Hit: 1d10 fire damage. [2d10 at 5th, 3d10 at 11th, 4d10 at 17th]

    Gust (cantrip). 30 ft range. Push small object 10 ft or Medium or smaller creature 10 ft., Str save negates.

    Guidance (cantrip). Touch, concentration to 1 minute. Touched creature rolls 1d4 and adds to any one ability check.

    Hopelessness* (cantrip). 60 ft, one target. Target must make Wis save or take 1d6 psychic damage and disadvantaged on all saving throws until the end of your next turn. Saving throw effect doesnā€™t affect creatures immune to being frightened. [2d48at 5th, 3d8 at 11th, 4d8 at 17th]

    Minor Illusion (cantrip). 30 ft, 1 minute. Create sound or image (up to 5 ft. cube). Int (Investigation) to determine illusion if examined.

    Poison Spray (cantrip). 30 ft, one target.
    Target must make Con save or take 1d12 poison damage [2d12 at 5th, 3d12 at 11th, 4d12 at 17th]

    Produce Flame (cantrip). Ranged Spell Attack: +__ to hit, range 30 ft., one target
    Hit: 1d8 fire damage. [2d8 at 5th, 3d8 at 11th, 4d8 at 17th]

    Ray of Frost (cantrip). Ranged Spell Attack: +__ to hit, range 60 ft., one target
    Hit: 1d8 cold damage and speed reduced by 10 ft. canā€™t regain hit points until your next turn. [2d8 at 5th, 3d8 at 11th, 4d8 at 17th]

    Resistance (cantrip). Touch, concentration to 1 minute. Touched creature rolls 1d4 and adds to any one saving throw.

    Thorn Whip (cantrip). Melee Spell Attack: +__ to hit, range 30 ft., one target
    Hit: 1d6 piercing damage and pull Large or smaller creatures 10 ft. closer. [2d6 at 5th, 3d6 at 11th, 4d6 at 17th]

    Vicious Mockery (cantrip). 60 ft, one target.
    Target must make Wis save or take 1d4 psychic damage and disadvantaged on next attack roll before the end of its next turn. [2d4 at 5th, 3d4 at 11th, 4d4 at 17th]

    Weapon Flair* (cantrip). Alter bonded weapon for one minute: shorten/lengthen reach but take -1 penalty; alter damage type bludgeoning/piercing/slashing; weapon is silent; weapon shed light 20 ft radius; aesthetic effects.

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    • This issue came up over the weekend. While I was working on this project, I was given a document that provided shorthand for the spells, and it would shorten them even more than what you did above (which isn’t really much different from what I did). I chose not to use the format despite how helpful it would be in reducing the size of my 2-1/2 page stat blocks. To maximize the number of people that might find these useful, I didn’t want to create too much change too quickly. Moreover, there’s no accepted standard for the abbreviations used. If someone created abbreviations, and I saw that particular format catch on, then I’d consider a rewrite.

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  4. Just found this and flipping through to see what its about. Checked0d out giants in anticipation of Sept and noticed that the Fire Giant section for Burning Hands duplicates the Cone of Cold text from the Frost Giant.

    Cool product though – very handy. I’ve been printing off a spellbook for evey monster or NPC that needed one. This will save a LOT of prep work.

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    • Corrected.

      BTW, if you’re getting ready for the giants, you’ll probably like my current project. It’s weeks from publication, but you might like it. Stay tuned.

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  5. This is awesome. Just a note: in the current version Mind Flayers (generic and Arcanist) are both listed as Small Elementals, neutral evil. I think it’s a holdover from the Mephit blocks just before the flayers. They should be Medium Aberrations, lawful evil. But nitpicking aside, this is an awesome tool and one I am totally going to use. Thanks for all your hard work.

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  6. Seems that you just copied the cult fanatic’s actions onto the Druid’s instead of the correct ones. Just saw that, not a big deal, thanks for making this.

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  7. This is amazing!! I’m a new DM, and I get the feeling using this list is going to save me a lot of running back and forth between books šŸ˜› Thank you so much for making thisā€“it’s defs going to come in handy.

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