D&D 5E Creature/Monster spells in Monster Manual

Slit518

Adventurer
When you are reading the Monster Manual, some creatures have a segment that may say:

2/day - Alarm, Magic Missile, Sleep, Witch Bolt
1/day - Darkness, Fireball, Lightning Bolt

How am I supposed to understand that?

Is it supposed to be

1) each ability can be used 2 to 1 times a day?

2) from the abilities listed, you only have 2 or 1 use(s)?

So for example can I use Alarm twice, Magic Missile twice, Sleep twice, and Witch Bolt twice?
Or do I get just 2 uses but can select from those 4 options?

Thanks in advance!
 

log in or register to remove this ad

I think this is one of the dials that a DM can play with. If your party is having too easy a time, treat /day as 1 of each spell listed per day, so if the monster lives long enough it can cast darkness, fireball, and lightning bolt. If party has been barely surviving, then treat /day as 1 spell out of the list per day.

In the olden days (if my foggy memory isn't too bad), I believe it was 2), but 5e has a lot of DM empowerment, and they are trying to get away from rules lawyers arguing that Monster X can't cast both darkness and fireball.

My impression is that for most (nonlich) monsters, multiattack is a better option, and barring the odd reaction or bonus action spell, you will have to pick multiattack or spell casting. The spells are mostly there to keep the PC's from artillery blasting the monster, helping the monster be sneaky, or keep the PC's from clustering together.
 

Croesus

Adventurer
If the entry is for Spellcasting (as the class ability), then the x/day clearly refers to spell slots.

If the entry is for Innate Spellcasting, the x/day usually says "x/day each", so each spell can be cast x/day times. If you find an entry that leaves out the word "each", I'd suggest it was an editing oversight and treat it as "each".

Example: Priest

Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13 , +5 to hit with spell attacks). The priest has the following cleric spells prepared:

Cantrips (at will): light, sacred flame , thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians

Example: Dao

Innate Spellcasting. The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks) . It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, stone shape
3/day each: passwall, move earth, tongues
1/day each: conjure elemental (earth elemental only) , gaseous form, invisibility, phantasmal killer, plane shift, wall of stone
 

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top