Step 6: Spells

This step is only for monsters that use the spellcaster array. For monsters that know only a few spells (rather than being focused primarily on spellcasting), choose an array other than spellcaster and give the monster the secondary spellcasting universal option in Step 7.

The spell choices for a spellcaster monster are intentionally limited compared to those of a full NPC, since a monster created using the simple monster creation system is designed to have enough spells to last though a single battle or session. If a monster created this way ends up appearing in multiple sessions, you can swap out the spells each time, assuming that doing so fits the nature and theme of the monster.

The spells you choose for the monster during this step represent its total spellcasting arsenal for an encounter. If you want to treat some of the spells as being cast from scrolls, wands, or staves, implement them as such during play. Regardless of the source, additional spells still count against the total number the monster can cast.

You’ll also notice that some types of spells don’t appear on these lists—especially spells that solely increase statistics, such as bull’s strength, false life, and mage armor. That’s because such spells are often cast before combat, and the simple monster creation system assumes the effects of those spells are already in the monster’s base numbers.

Spell DCs: To determine the DC of a spell cast by a monster, add the spell’s level to the number listed in the spell DC column of the monster’s array. Use the spell’s cleric or sorcerer/wizard level if multiple classes can cast it. If neither of those classes has the spell, use the highest spell level listed in the spell’s description.

Choosing Spells

The easiest way to choose spells for a monster is to select a spell list from among those on the following pages that best matches its theme, using the options in this chapter. A fey with powerful spell-like abilities might choose the enchantment, fey, nature, or trickery spell list. A wizard dedicated to flame might choose the fire spell list, a dedicated transmuter would likely pick the transmutation list, and a generalist might take the arcane or magic list.

When you choose a spell list, the monster gains the following sets of spells according to its CR band—the spellcasting range its CR falls into.

This setup produces a spellcaster with a small number of powerful spells that it can use rarely, a larger number of weaker but still useful spells that it can use often, and spells so weak that it hardly ever uses them in battle but can use them frequently.

Note that a CR 0–3 monster doesn’t gain any at-will spells or any spells usable three times per day, and a CR 4–7 monster doesn’t gain any at-will spells.

Write down the spells and the number of times they can be used. For the sample monsters later in this chapter, the spells are separated into attack spells, defensive spells, and utility spells, but this step is optional.

When you pick a spell list, the monster automatically gains the benefit listed at the bottom of that spell list. If you choose to create your own spell list, choose the benefit that matches your monster best, or create your own benefit for that monster instead.

For example, a CR 9 monster using the aberrant spell list would gain feeblemind and spell resistance once per day each (from the 8–11 CR band); beast shape I, major image, acid arrow, and see invisibility three times per day each (from the 4–7 CR band); and cause fear and long arm usable at will (from the 0–3 CR band). It would also gain the spell list’s benefit: the fortification universal monster rule.

In-Depth Spell Choice

These lists are arranged to facilitate maximum speed in choosing spells, but you can choose spells individually, give the monster secondary spells in place of primary spells (which is why the CR 16+ band lists secondary spells), or mix and match at your discretion. To keep your monster balanced, don’t deviate too far from the number of spells listed for its power level, though you can decrease or increase the number of spells within reason.

If you want to pick spells one by one, use the following spell levels for each CR band.

CR Band Spell Level
0–3 0 or 1st
4–7 2nd or 3rd
8–11 4th or 5th
12–15 6th or 7th
16+ 8th or 9th

Spell Lists

The following lists are themed to different uses of magic, and also correspond to bloodlines, domains, and other prominent spell themes. For a monster with a class graft, use the graft’s suggested spell lists to help you choose the monster’s spells.

Aberrant Spell List

CR Band Primary Spells Secondary Spells
0–3 Cause fear, long arm Daze, silent image
4–7 beast shape I, major image acid arrow, see invisibility
8–11 feeblemind, spell resistance beast shape II, black tentacles
12–15 plane shift, project image beast shape IV, veil
16+ Foresight, shapechange mind blank, polymorph any object

Notes:

Abjuration Spell List

CR Band Primary Spells Secondary Spells
0–3 endure elements, protection from chaos/evil/good/law Alarm, hold portal
4–7 nondetection, protection from energy dispel magic, resist energy
8–11 Dismissal, stoneskin dimensional anchor, lesser globe of invulnerability
12–15 antimagic field, banishment globe of invulnerability, greater dispel magic
16+ mage’s disjunction, prismatic sphere prismatic wall, protection from spells

Notes:

  • Benefit: Choose one energy type. The monster gains resistance 5 to that type of damage. At CR 12, increase the resistance to 10. At CR 16, increase the resistance to 20.

Abyssal Spell List

CR Band Primary Spells Secondary Spells
0–3 burning hands, summon monster I Cause fear, protection from good or law
4–7 Rage, summon monster III alter self, scare
8–11 Dismissal, summon monster V chaos hammer, dimension door
12–15 summon monster VI, word of chaos greater dispel magic, greater teleport
16+ energy drain, summon monster IX cloak of chaos, unholy aura

Notes:

  • Benefit: Increase the monster’s Strength modifier by 1. At CR 13, increase it by 2 instead. At CR 17, increase it by 3 instead.

Acid Spell List

CR Band Primary Spells Secondary Spells
0–3 corrosive touch, obscuring mist acid splash, cause fear
4–7 Empowered corrosive touch, protection from energy (acid only) acid arrow, resist energy (acid only)
8–11 acidic spray, corrosive consumption rusting grasp, transmute rock to mud
12–15 Widened acid fog, caustic eruption Quickened acid arrow, acid fog
16+ Empowered caustic eruption, form of the dragon III (black only) Maximized acidic spray, storm of vengeance

Notes:

  • Benefit: The monster gains acid resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains acid immunity.

Air Spell List

CR Band Primary Spells Secondary Spells
0–3 Jump, obscuring mist feather fall, open/close
4–7 gaseous form, wind wall Fly, gust of wind
8–11 Control wind, overland flight air walk, extended wind wall
12–15 control weather, elemental body IV (air only) chain lightning, reverse gravity
16+ elemental swarm (air only), winds of vengeance Empowered chain lightning, whirlwind

Notes:

  • Benefit: Increase the monster’s movement speed by 10 feet.

Alchemy Spell List

CR Band Primary Spells Secondary Spells
0–3 expeditious retreat, true strike ant haul, jump
4–7 Displacement, fly Invisibility, vomit swarm
8–11 magic jar, overland flight dragon’s breath, stoneskin
12–15 Eyebite, twin form Heal, true seeing
16+ fiery body, shapechange Clone, simulacrum

Notes:

  • Benefit: The monster gains a +2 bonus on saving throws against disease and poison.

Animal Spell List

CR Band Primary Spells Secondary Spells
0–3 Hold animal, summon nature’s ally I Charm animal, hide from animals
4–7 dominate animal, greater magic fang beast shape I (animal only), speak with animals
8–11 animal growth, insect plague giant vermin, locate creature
12–15 antilife shell, summon nature’s ally VII (animal only) beast shape IV (animal only), mass cure light wounds
16+ Quickened insect plague, shapechange animal shapes, summon nature’s ally VII (animals only)

Notes:

  • Benefit: Animal allies within 20 feet of the monster gain a +1 luck bonus on attack rolls.

Arcane Spell List

CR Band Primary Spells Secondary Spells
0–3 expeditious retreat, Light, prestidigitation, magic missile
4–7 dispel magic, levitate Invisibility, scorching ray
8–11 Empowered lightning bolt, overland flight dimension door, lesser globe of invulnerability
12–15 Quickened dispel magic, greater teleport Maximized fireball, true seeing
16+ power word kill, quickened wall of force Maximized cone of cold, power word stun

Notes:

  • Benefit: Increase the saving throw DCs of any of the monster’s spells to which a metamagic feat has been applied by 1.

Artifice Spell List

CR Band Primary Spells Secondary Spells
0–3 animate rope, magic stone floating disk, mending
4–7 stone shape, tiny hut make whole, wood shape
8–11 major creation, wall of stone Fabricate, minor creation
12–15 limited wish, wall of iron animate objects, flesh to stone
16+ crushing hand, prismatic sphere Iron body, polymorph any object

Notes:

  • Benefit: When the monster casts a spell from this list, it gains a deflection bonus to AC equal to the spell’s level for 1 round.

Battle Spell List

CR Band Primary Spells Secondary Spells
0–3 Bless, expeditious retreat Bleed, flare
4–7 Fly, haste Invisibility, protection from arrows
8–11 interposing hand, teleport dimension door, greater invisibility
12–15 giant form I, transformation greater teleport, true seeing
16+ mass hold monster, time stop Mislead, power word stun

Notes:

  • Benefit: Increase the monster’s attack bonus for all attacks by 1.

Celestial Spell List

CR Band Primary Spells Secondary Spells
0–3 Bless, divine favor Guidance, light
4–7 magic circle against evil, prayer cure moderate wounds, resist energy
8–11 flame strike, greater command blessing of fervor, holy smite
12–15 banishment, holy word Empowered flame strike, greater dispel magic
16+ Quickened flame strike, gate holy aura, sunburst

Notes:

  • Benefit: The monster gains resistance 5 to acid and cold. At CR 12, these resistances increase to 10.

Chaos Spell List

CR Band Primary Spells Secondary Spells
0–3 Lesser confusion, protection from law Daze, entropic shield
4–7 magic circle against law, rage alter self, daze monster
8–11 dispel law, mind fog chaos hammer, confusion
12–15 Insanity, word of chaos animate objects, repulsion
16+ prismatic sphere, summon monster IX (chaotic only) cloak of chaos, scintillating pattern

Notes:

  • Benefit: The monster’s attacks count as chaotic for the purpose of overcoming damage reduction.

Charm Spell List

CR Band Primary Spells Secondary Spells
0–3 Charm person, hypnotism Daze, message
4–7 Hold person, suggestion Calm emotions, daze monster
8–11 Charm monster, Confusion, lesser geas, dominate person
12–15 Insanity, mass hold person Geas/quest, mass suggestion
16+ dominate monster, mass hold monster Demand, mass charm monster

Notes:

  • Benefit: The monster gains a +4 bonus on saving throws against charm effects.

Cold Spell List

CR Band Primary Spells Secondary Spells
0–3 Frostbite, obscuring mist endure elements, ray of frost
4–7 protection from energy, sleet storm chill metal, resist energy
8–11 cone of cold, enlarged:ref:ice storm <corerulebook.spells.icestorm#ice_storm> ice storm, wall of ice
12–15 control weather, form of the dragon II (white dragon only) Empowered cone of cold, freezing sphere
16+ Quickened cone of cold, form of the dragon III (white dragon only) polar ray, simulacrum

Notes:

  • Benefit: The monster gains cold resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains cold immunity.

Community Spell List

CR Band Primary Spells Secondary Spells
0–3 Bless, sanctuary cure light wounds, virtue
4–7 dispel magic, prayer Aid, shield other
8–11 telepathic bond, wall of stone cure critical wounds, status
12–15 Heal, repulsion banishment, blade barrier
16+ Foresight, miracle dimensional lock, mass cure critical wounds

Notes:

  • Benefit: The monster gains Diplomacyas an additional master skill.

Conjuration Spell List

CR Band Primary Spells Secondary Spells
0–3 Grease, summon monster I acid splash, guidance
4–7 stinking cloud, summon monster III acid arrow, summon monster II
8–11 summon monster V, teleport dimension door, summon monster IV
12–15 greater teleport, summon monster VII acid fog, summon monster VI
16+ Gate, summon monster IX incendiary cloud, summon monster VIII

Notes:

  • Benefit: The monster doubles the duration of all conjuration (summoning) spells it casts.

Darkness Spell List

CR Band Primary Spells Secondary Spells
0–3 Cause fear, obscuring mist Daze, silent image
4–7 deeper darkness, displacement Blindness/deafness (only to cause blindness), darkness
8–11 shadow evocation, summon monster V (1d3 shadows) black tentacles, shadow conjuration
12–15 greater shadow conjuration, power word blind Quickened darkness, shadow walk
16+ energy drain, shades greater shadow evocation, maximized shadow evocation

Notes:

  • Benefit: The monster’s spells with the darkness descriptor count as 1 spell level higher.

Death Spell List

CR Band Primary Spells Secondary Spells
0–3 chill touch, ray of enfeeblement Bleed, touch of fatigue
4–7 stricken heart, vampiric touch death knell, ghoul touch
8–11 slay living, waves of fatigue death ward, enervation
12–15 Destruction, finger of death circle of death, undeath to death
16+ energy drain, wail of the banshee horrid wilting, symbol of death

Notes:

  • Benefit: Increase the saving throw DC of any death spell the monster casts by 1.

Destined Spell List

CR Band Primary Spells Secondary Spells
0–3 Alarm, protection from chaos/evil/good/law expeditious retreat, true strike
4–7 Displacement, protection from energy Blur, good hope
8–11 break enchantment, debilitating portent Divination, freedom of movement
12–15 Quickened displacement, jolting portent Mislead, spell turning
16+ Foresight, quickened freedom of movement mind blank, moment of prescience

Notes:

  • Benefit: Increase all the monster’s saving throw bonuses by 1.

Destruction Spell List

CR Band Primary Spells Secondary Spells
0–3 burning hands, true strike acid splash, ray of frost
4–7 fireball, rage acid arrow, shatter
8–11 Maximized acid arrow, shout ice storm, inflict critical wounds
12–15 disintegrate, quickened lightning bolt Maximized fireball, harm
16+ Empowered disintegrate, implosion Earthquake, fire storm

Notes:

  • Benefit: Increase the saving throw DCs of any spells the monster casts that deal damage by 1.

Divination Spell List

CR Band Primary Spells Secondary Spells
0–3 anticipate peril, unprepared combatant Guidance, true strike
4–7 Clairaudience/clairvoyance, see invisibility arcane sight, detect thoughts
8–11 Scrying, telepathic bond discern lies, locate creature
12–15 greater arcane sight, greater scrying find the path, true seeing
16+ Foresight, prediction of failure discern location, moment of prescience

Notes:

  • Benefit: The monster cannot be surprised while it is conscious and able to take actions.

Draconic Spell List

CR Band Primary Spells Secondary Spells
0–3 burning hands, cause fear Jump, true strike
4–7 Fly, haste draconic reservoir, scare
8–11 overland flight, spell resistance dragon’s breath, fear
12–15 form of the dragon II, spell turning form of the dragon I, symbol of fear
16+ form of the dragon III, wish Foresight, power word stun

Notes:

  • Benefit: The monster’s AC and flat-footed AC increase by 2. In addition, the monster gains resistance 5 to your choice of acid, cold, electricity, or fire.

Earth Spell List

CR Band Primary Spells Secondary Spells
0–3 expeditious excavation, magic stone acid splash, resistance
4–7 meld into stone, stone shape acid arrow, soften earth and stone
8–11 transmute mud to rock, transmute rock to mud spike stones, wall of stone
12–15 elemental body IV (earth only), wall of iron major creation, move earth
16+ elemental swarm (earth only), imprisonment Earthquake, iron body

Notes:

  • Benefit: The monster gains acid resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains acid immunity.

Electricity Spell List

CR Band Primary Spells Secondary Spells
0–3 expeditious retreat, shocking grasp Flare, obscuring mist
4–7 call lightning, lightning bolt elemental aura (electricity only), elemental touch (electricity only)
8–11 call lightning storm, empowered lightning bolt ball lightning, dragon’s breath (electricity only)
12–15 chain lightning, quickened lightning bolt control weather, form of the dragon II (blue or bronze only)
16+ Empowered chain lightning, empowered quickened lightning bolt form of the dragon III (blue or bronze only), power word stun

Notes:

  • Benefit: The monster gains electricity resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains electricity immunity.

Elemental Spell List

CR Band Primary Spells Secondary Spells
0–3 burning hands, produce flame ray of frost, resistance
4–7 fireball, lightning bolt scorching ray, sleet storm
8–11 control winds, elemental body II elemental body I, ice storm
12–15 elemental body IV, fire storm elemental body III, freezing sphere
16+ elemental swarm, meteor Empowered chain lightning, summon monster VIII (elementals only)

Notes:

  • Benefit: The monster gains one of the following: a fly speed of 60 feet with average maneuverability, a burrow speed of 30 feet, a 30-foot increase to its base speed, or a swim speed of 60 feet.

Enchantment Spell List

CR Band Primary Spells Secondary Spells
0–3 Charm person, sleep Daze, hypnotism
4–7 hideous laughter, hold person Suggestion, touch of idiocy
8–11 dominate person, feeblemind Charm monster, confusion
12–15 Insanity, mass suggestion mass hold person, power word blind
16+ irresistible dance, power word kill binding, power word stun

Notes:

  • Benefit: The monster gains either Bluffor Diplomacyas an additional master skill.

Evil Spell List

CR Band Primary Spells Secondary Spells
0–3 Bane, inflict light wounds Bleed, protection from good
4–7 bestow curse, magic circle against good Darkness, ghoul touch
8–11 dispel good, slay living inflict critical wounds, unholy blight
12–15 blasphemy, destruction Harm, mass inflict moderate wounds
16+ power word kill, summon monster IX (evil only) power word stun, unholy aura

Notes:

  • Benefit: The monster’s attacks count as evil for the purpose of overcoming damage reduction.

Evocation Spell List

CR Band Primary Spells Secondary Spells
0–3 burning hands, magic missile Light, ray of frost
4–7 fireball, lightning bolt scorching ray, shatter
8–11 cone of cold, empowered fireball ice storm, wall of fire
12–15 delayed blast fireball, quickened fireball chain lightning, maximized lightning bolt
16+ Quickened ice storm, meteor swarm polar ray, sunburst

Notes:

  • Benefit: The monster adds 1/2 its CR to the damage dealt with evocation spells it casts.

Fey Spell List

CR Band Primary Spells Secondary Spells
0–3 Charm person, entangle dancing lights, faerie fire
4–7 deep slumber, suggestion glitterdust, hideous laughter
8–11 baleful polymorph, tree stride dimension door, poison
12–15 Insanity, phase door Mislead, transport via plants
16+ Shambler, shapechange irresistible dance, scintillating pattern

Notes:

  • Benefit: Increase the saving throw DCs of any compulsion spell the monster casts by 2.

Fire Spell List

CR Band Primary Spells Secondary Spells
0–3 burning hands, heat metal Flare, produce flame
4–7 Empowered burning hands, fireball flame blade, flaming sphere
8–11 Empowered fireball, flame strike fire shield, wall of fire
12–15 elemental body IV (fire only), quickened fireball fire seeds, fire storm
16+ Elemental swarm(fire only), meteor swarm Empowered fire storm, incendiary cloud

Notes:

  • Benefit: The monster gains fire resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains fire immunity.

Glory Spell List

CR Band Primary Spells Secondary Spells
0–3 Bless, sanctuary Guidance, resistance
4–7 Daylight, searing light Aid, bless weapon
8–11 dispel evil, flame strike Dismissal, holy smite
12–15 holy sword, holy word blade barrier, undeath to death
16+ Gate, overwhelming presence Earthquake, holy aura

Notes:

  • Benefit: The monster gains a +4 bonus on saves against fear.

Good Spell List

CR Band Primary Spells Secondary Spells
0–3 Bless, protection from evil Guidance, virtue
4–7 magic circle against evil, prayer cure moderate wounds, hold person
8–11 dispel evil, plane shift cure critical wounds, holy smite
12–15 holy word, summon monster VII * blade barrier, heal
16+ storm of vengeance, summon monster IX * holy aura, summon monster VIII *

Notes:

  • Can summon good creatures only.
  • Benefit: The monster’s attacks count as good for the purpose of overcoming damage reduction.

Healing Spell List

CR Band Primary Spells Secondary Spells
0–3 cure light wounds, sanctuary Stabilize, virtue
4–7 cure serious wounds, remove disease cure moderate wounds, shield other
8–11 breath of life, mass cure light wounds cure critical wounds, neutralize poison
12–15 mass cure serious wounds, regenerate Heal, mass cure moderate wounds
16+ Quickened breath of life, mass heal Quickened cure critical wounds, mass cure critical wounds

Notes:

  • Benefit: The monster gains Diplomacyor Healas an additional master skill.

Illusion Spell List

CR Band Primary Spells Secondary Spells
0–3 color spray, silent image disguise self, ghost sound
4–7 Displacement, major image Invisibility, minor image
8–11 mirage arcana, persistent image greater invisibility, phantasmal killer
12–15 Quickened displacement, mass invisibility shadow walk, veil
16+ Shades, weird greater shadow evocation, scintillating pattern

Notes:

  • Benefit: Increase the saving throw DCs of any illusion spells the monster casts by 1.

Infernal Spell List

CR Band Primary Spells Secondary Spells
0–3 burning hands, protection from good Charm person, flare
4–7 fireball, suggestion daze monster, scorching ray
8–11 dominate person, empowered fireball Charm monster, wall of fire
12–15 blasphemy, greater teleport Quickened fireball, mass suggestion
16+ dominate monster, meteor swarm Empowered maximized fireball, power word stun

Notes:

  • Benefit: The monster gains fire resistance 5 and a +2 bonus on saving throws against poison. At CR 9, the fire resistance increases to 10 and the bonus on saving throws against poison increases to +4.

Knowledge Spell List

CR Band Primary Spells Secondary Spells
0–3 anticipate peril, true strike Alarm, comprehend languages
4–7 arcane sight, clairaudience/clairvoyance detect thoughts, locate object
8–11 Commune, true seeing Divination, locate creature
12–15 contact other plane, vision find the path, legend lore
16+ Foresight, prediction of failure discern location, moment of prescience

Notes:

  • Benefit: The monster gains two Knowledgeskills of your choice as additional master skills.

Law Spell List

CR Band Primary Spells Secondary Spells
0–3 Command, protection from chaos Cause fear, stabilize
4–7 dispel magic, magic circle against chaos Calm emotions, enthrall
8–11 dispel chaos, greater command dimensional anchor, order’s wrath
12–15 Dictum, power word blind banishment, hold monster
16+ power word kill, summon monster IX (law only) shield of law, power word stun

Notes:

  • Benefit: The monster’s attacks count as lawful for the purpose of overcoming damage reduction.

Liberation Spell List

CR Band Primary Spells Secondary Spells
0–3 expeditious retreat, remove fear feather fall, open/close
4–7 Fly, remove curse Knock, remove paralysis
8–11 break enchantment, overland flight freedom of movement, extended haste
12–15 ethereal jaunt, refuge Quickened fly, greater dispel magic
16+ Freedom, wish Quickened freedom of movement, mind blank

Notes:

  • Benefit: The monster gains Escape Artistas an additional master skill.

Luck Spell List

CR Band Primary Spells Secondary Spells
0–3 entropic shield, true strike Daze, feather fall
4–7 dispel magic, prayer Aid, protection from energy
8–11 bestow curse, break enchantment freedom of movement, serenity
12–15 Quickened dispel magic, spell turning Dismissal, mislead
16+ Foresight, miracle antimagic field, moment of prescience

Notes:

  • Benefit: Increase all the monster’s saving throw bonuses by 1.

Madness Spell List

CR Band Primary Spells Secondary Spells
0–3 Cause fear, lesser confusion Daze, touch of fatigue
4–7 major image, rage hideous laughter, touch of idiocy
8–11 Nightmare, phantasmal killer Confusion, crushing despair
12–15 Insanity, mass suggestion feeblemind, mind fog
16+ dominate monster, weird irresistible dance, scintillating pattern

Notes:

  • Benefit: The monster gains a +2 bonus on saving throws against mind-affecting effects.

Magic Spell List

CR Band Primary Spells Secondary Spells
0–3 magic missile, silent image detect magic, read magic
4–7 dispel magic, hold person Invisibility, scorching ray
8–11 Spell resistance, teleport imbue with spell ability, lesser globe of invulnerability
12–15 mage’s sword, spell turning antimagic field, forceful hand
16+ mage’s disjunction, time stop clenched fist, protection from spells

Notes:

  • Benefit: The monster gains a +2 bonus on caster level checks made to overcome spell resistance.

Metal Spell List

CR Band Primary Spells Secondary Spells
0–3 lead blades, shocking grasp disguise weapon, magic weapon
4–7 heat metal, molten orb chill metal, pellet blast
8–11 rusting grasp, major creation heart of the metal, wreath of blades
12–15 transmute metal to wood, wall of iron chain lightning, instant summons
16+ Iron body, repel metal or stone mage’s disjunction, polymorph any object

Notes:

  • Benefit: The monster increases one of its speeds by 10 feet.

Nature Spell List

CR Band Primary Spells Secondary Spells
0–3 Entangle, shillelagh Charm animal, obscuring mist
4–7 call lightning, sleet storm flame blade, heat metal
8–11 call lightning storm, wall of thorns flame strike, ice storm
12–15 antilife shell, control weather fire seeds, wall of stone
16+ Shambler, summon nature’s ally IX Earthquake, finger of death

Notes:

  • Benefit: The monster ignores difficult terrain caused by nonmagical natural terrain.

Necromancy Spell List

CR Band Primary Spells Secondary Spells
0–3 chill touch, ray of enfeeblement Bleed, touch of enfeeblement
4–7 ray of exhaustion, vampiric touch Blindness/deafness, scare
8–11 animate dead, bestow curse Contagion, enervation
12–15 finger of death, waves of exhaustion circle of death, eyebite
16+ energy drain, wail of the banshee Quickened enervation, horrid wilting

Notes:

  • Benefit: The monster gains the channel energy option (negative energy only).

Nobility Spell List

CR Band Primary Spells Secondary Spells
0–3 Bless, command Bane, sanctuary
4–7 bestow curse, summon monster III Enthrall, shield other
8–11 greater command, summon monster V discern lies, freedom of movement
12–15 Repulsion, summon monster VII Geas/quest, word of recall
16+ overwhelming presence, storm of vengeance Demand, mass cure critical wounds

Notes:

Plant Spell List

CR Band Primary Spells Secondary Spells
0–3 Entangle, summon nature’s ally I (plant only) goodberry, pass without trace
4–7 plant growth, spike growth tree shape, warp wood
8–11 tree stride, wall of thorns command plants, summon nature’s ally IV
12–15 animate plants, changestaff fire seeds, repel wood
16+ Maximized fire seeds, shambler control plants, summon nature’s ally VIII

Notes:

  • Benefit: The monster ignores difficult terrain caused by nonmagical natural terrain.

Protection Spell List

CR Band Primary Spells Secondary Spells
0–3 Hold portal, sanctuary Alarm, resistance
4–7 dispel magic, protection from energy resist energy, shield other
8–11 Dismissal, spell resistance dimensional anchor, spell immunity
12–15 globe of invulnerability, repulsion antimagic field, greater dispel magic
16+ prismatic sphere, wall of suppression mind blank, prismatic wall

Notes:

  • Benefit: Increase all the monster’s saving throw bonuses by 1.

Repose Spell List

CR Band Primary Spells Secondary Spells
0–3 deathwatch, ray of enfeeblement Cause fear, chill touch
4–7 false life, scare gentle repose, speak with dead
8–11 death ward, slay living Enervation, fear
12–15 circle of death, destruction undeath to death, waves of fatigue
16+ power word kill, wail of the banshee finger of death, waves of exhaustion

Notes:

  • Benefit: The monster gains a +4 bonus on saving throws against death spells and effects.

Rune Spell List

CR Band Primary Spells Secondary Spells
0–3 Alarm, erase arcane mark, protection from chaos/evil/good/law
4–7 arcane lock, glyph of warding dispel magic, symbol of mirroring
8–11 Lesser planar binding, symbol of pain explosive runes, symbol of slowing
12–15 symbol of stunning, symbol of weakness greater glyph of warding, symbol of fear
16+ symbol of strife, symbol of vulnerability symbol of death, symbol of insanity

Notes:

  • Benefit: Choose one energy type. The monster gains resistance 5 to that type of damage. At CR 12, increase the resistance to 10. At CR 16, increase the resistance to 20.

Sonic Spell List

CR Band Primary Spells Secondary Spells
0–3 Command, ear-piercing scream ghost sound, message
4–7 Enthrall, silence Shatter, sound burst
8–11 song of discord, zone of silence Shout, empowered sound burst
12–15 Maximized shout, quickened silence greater shout, sympathetic vibration
16+ Maximized greater shout, power word kill power word stun, quickened shout

Notes:

  • Benefit: The monster gains sonic resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains sonic immunity.

Stealth Spell List

CR Band Primary Spells Secondary Spells
0–3 disguise self, obscuring mist Flare, silent image
4–7 Displacement, nondetection Darkness, invisibility
8–11 mage’s private sanctum, seeming dimension door, greater invisibility
12–15 Sequester, shadow walk greater teleport, mislead
16+ Screen, time stop Extended widened deeper darkness, quickened greater invisibility

Notes:

  • Benefit: The monster gains Stealthas an additional master skill.

Strength Spell List

CR Band Primary Spells Secondary Spells
0–3 enlarge person, gust of wind cure light wounds, resistance
4–7 Haste, hold person Rage, weapon of awe
8–11 interposing hand, telekinesis blessing of fervor, spell immunity
12–15 Destruction, grasping hand forceful hand, stoneskin
16+ crushing hand, implosion clenched fist, earthquake

Notes:

  • Benefit: Increase the monster’s Strength modifier by 1. At CR 12, increase it by 2 instead. At CR 16, increase it by 3 instead.

Sun Spell List

CR Band Primary Spells Secondary Spells
0–3 burning hands, endure elements Flare, light
4–7 Daylight, searing light heat metal, scorching ray
8–11 flame strike, empowered searing light fire shield, flame arrow
12–15 Empowered flame strike, sunbeam fire seeds, maximized fireball
16+ meteor swarm, prismatic sphere fire storm, sunburst

Notes:

  • Benefit: Increase the saving throw DC of any spell the monster casts from this spell list by 1.

Transmutation Spell List

CR Band Primary Spells Secondary Spells
0–3 enlarge person, expeditious retreat animate rope, reduce person
4–7 Haste, slow alter self, levitate
8–11 baleful polymorph, polymorph beast shape II, mass reduce person
12–15 giant form I, greater polymorph disintegrate, flesh to stone
16+ form of the dragon III, shapechange Iron body, polymorph any object

Notes:

  • Benefit: Increase any one of the monster’s physical ability score modifiers by 1. At CR 12, increase that modifier by 2 instead.

Travel Spell List

CR Band Primary Spells Secondary Spells
0–3 Jump, longstrider expeditious retreat, open/close
4–7 Fly, gaseous form Knock, levitate
8–11 overland flight, teleport dimension door, freedom of movement
12–15 greater teleport, plane shift find the path, shadow walk
16+ astral projection, gate ethereal jaunt, phase door

Notes:

  • Benefit: Increase the monster’s movement speed by 10 feet.

Trickery Spell List

CR Band Primary Spells Secondary Spells
0–3 disguise self, lesser confusion ghost sound, mage hand
4–7 gaseous form, nondetection Invisibility, minor image
8–11 greater invisibility, mind fog Confusion, dimension door
12–15 mass hold person, veil mass suggestion, mislead
16+ Foresight, time stop mass charm monster, mass invisibility

Notes:

  • Benefit: The monster gains Bluffor Stealthas an additional master skill.

Undead Spell List

CR Band Primary Spells Secondary Spells
0–3 chill touch, ray of enfeeblement Bleed, touch of fatigue
4–7 animate dead, vampiric touch command undead, ghoul touch
8–11 magic jar, quickened ray of enfeeblement Enervation, waves of fatigue
12–15 control undead, create undead circle of death, maximized vampiric touch
16+ create greater undead, energy drain horrid wilting, wail of the banshee

Notes:

  • Benefit: The monster gains DR 5/— against nonlethal damage. At CR 8, the DR increases to 10/—.

War Spell List

CR Band Primary Spells Secondary Spells
0–3 Cause fear, true strike Magic weapon, resistance
4–7 Prayer, searing light Grace, spiritual weapon
8–11 flame strike, slay living blessing of fervor, spiritual ally
12–15 Destruction, power word blind blade barrier, harm
16+ Implosion, power word kill Earthquake, power word stun

Notes:

  • Benefit: Increase the monster’s attack bonus for all attacks by 1.

Water Spell List

CR Band Primary Spells Secondary Spells
0–3 hydraulic push, obscuring mist ray of frost, touch of the sea
4–7 gaseous form, stinking cloud chill metal, fog cloud
8–11 cone of cold, wall of ice ice storm, solid fog
12–15 control water, elemental body IV (water only) fluid form, freezing sphere
16+ elemental swarm (water only), storm of vengeance horrid wilting, summon nature’s ally VIII

Notes:

  • Benefit: The monster gains cold resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains cold immunity.

Weather Spell List

CR Band Primary Spells Secondary Spells
0–3 obscuring mist, summon nature’s ally I faerie fire, shocking grasp
4–7 call lightning, wind wall gust of wind, sound burst
8–11 call lightning storm, ice storm air walk, sleet storm
12–15 control weather, wind walk control winds, quickened lightning bolt
16+ storm of vengeance, summon nature’s ally IX fire storm, whirlwind

Notes:

  • Benefit: The monster gains electricity resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains electricity immunity.

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