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7
.gitignore
vendored
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.gitignore
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@ -1,7 +0,0 @@
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# Local files
|
||||
# **/.*
|
||||
# **/_*
|
||||
# **/_assets
|
||||
*.code-workspace
|
||||
.DS_Store
|
||||
.cache
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3
.vscode/settings.json
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3
.vscode/settings.json
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{
|
||||
"git.autofetch": true
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}
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# Beyond 1st Level
|
||||
|
||||
As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called **gaining a level**.
|
||||
|
||||
When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can't increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.
|
||||
|
||||
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).
|
||||
|
||||
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-‐‑level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.
|
||||
|
||||
The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.
|
||||
|
||||
**Table- Character Advancement**
|
||||
|
||||
| Experience Points Required | Level | Prof. Bonus |
|
||||
| :------------------------- | ----- | ----------- |
|
||||
| 0 | 1 | +2 |
|
||||
| 300 | 2 | +2 |
|
||||
| 900 | 3 | +2 |
|
||||
| 2,700 | 4 | +2 |
|
||||
| 6,500 | 5 | +3 |
|
||||
| 14,000 | 6 | +3 |
|
||||
| 23,000 | 7 | +3 |
|
||||
| 34,000 | 8 | +3 |
|
||||
| 48,000 | 9 | +4 |
|
||||
| 64,000 | 10 | +4 |
|
||||
| 85,000 | 11 | +4 |
|
||||
| 100,000 | 12 | +4 |
|
||||
| 120,000 | 13 | +5 |
|
||||
| 140,000 | 14 | +5 |
|
||||
| 165,000 | 15 | +5 |
|
||||
| 195,000 | 16 | +5 |
|
||||
| 225,000 | 17 | +6 |
|
||||
| 265,000 | 18 | +6 |
|
||||
| 305,000 | 19 | +6 |
|
||||
| 355,000 | 20 | +6 |
|
|
@ -1,15 +0,0 @@
|
|||
# Inspiration
|
||||
|
||||
Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.
|
||||
|
||||
## Gaining Inspiration
|
||||
|
||||
Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game.
|
||||
|
||||
You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.
|
||||
|
||||
## Using Inspiration
|
||||
|
||||
If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.
|
||||
|
||||
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
|
5
Legal.md
5
Legal.md
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@ -1,5 +0,0 @@
|
|||
# Legal
|
||||
|
||||
---
|
||||
|
||||
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
|
|
@ -1,39 +0,0 @@
|
|||
# Monsters (I)
|
||||
|
||||
## Invisible Stalker
|
||||
|
||||
*Medium elemental, neutral*
|
||||
|
||||
**Armor Class** 14
|
||||
|
||||
**Hit Points** 104 (16d8+32)
|
||||
|
||||
**Speed** 50 ft., fly 50 ft. (hover)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 19 (+4) | 14 (+2) | 10 (+0) | 15 (+2) | 11 (+0) |
|
||||
|
||||
**Skills** Perception +8, Stealth +10
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 18
|
||||
|
||||
**Languages** Auran, understands Common but doesn't speak it
|
||||
|
||||
**Challenge** 6 (2,300 XP)
|
||||
|
||||
***Invisibility***. The stalker is invisible.
|
||||
|
||||
***Faultless Tracker***. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The stalker makes two slam attacks.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage.
|
|
@ -1,59 +0,0 @@
|
|||
# Monsters (U)
|
||||
|
||||
## Unicorn
|
||||
|
||||
*Large celestial, lawful good*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 67 (9d10+18)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** charmed, paralyzed, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** Celestial, Elvish, Sylvan, telepathy 60 ft.
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Charge***. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
|
||||
|
||||
***Innate Spellcasting***. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no Components
|
||||
|
||||
At will: *detect evil and good*, *druidcraft*, *pass without trace*
|
||||
|
||||
1/day each: *calm emotions*, *dispel evil and good*, *entangle*
|
||||
|
||||
***Magic Resistance***. The unicorn has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
***Magic Weapons***. The unicorn's weapon attacks are magical.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The unicorn makes two attacks: one with its hooves and one with its horn.
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage.
|
||||
|
||||
***Horn***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage.
|
||||
|
||||
***Healing Touch (3/Day)***. The unicorn touches another creature with its horn. The target magically regains 11 (2d8+2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
|
||||
|
||||
***Teleport (1/Day)***. The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The unicorn 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 unicorn regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Hooves**. The unicorn makes one attack with its hooves.
|
||||
|
||||
**Shimmering Shield (Costs 2 Actions)**. The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
|
||||
|
||||
**Heal Self (Costs 3 Actions)**. The unicorn magically regains 11 (2d8+2) hit points.
|
|
@ -1,365 +0,0 @@
|
|||
# Monster Statistics
|
||||
|
||||
A monster’s statistics, sometimes referred to as its **stat block**, provide the essential information that you need to run the monster.
|
||||
|
||||
## Size
|
||||
A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the *Player’s Handbook* for more information on creature size and space.
|
||||
|
||||
**Table- Size Categories**
|
||||
|
||||
| Size | Space | Examples |
|
||||
| ---------- | ---------------------- | ------------------- |
|
||||
| Tiny | 2½ by 2½ ft. | Imp, sprite |
|
||||
| Small | 5 by 5 ft. | Giant rat, goblin |
|
||||
| Medium | 5 by 5 ft. | Orc, werewolf |
|
||||
| Large | 10 by 10 ft. | Hippogriff, ogre |
|
||||
| Huge | 15 by 15 ft. | Fire giant, treant |
|
||||
| Gargantuan | 20 by 20 ft. or larger | Kraken, purple worm |
|
||||
| | | |
|
||||
|
||||
> **Modifying Creatures**
|
||||
> Despite the versatile collection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a **variant** or **template**, such as the ones in this book. Keep in mind that modifying a monster, including when you apply a template to it, might change its challenge rating
|
||||
|
||||
## Type
|
||||
|
||||
A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an *arrow of dragon slaying* deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns.
|
||||
|
||||
The game includes the following monster types, which have no rules of their own.
|
||||
|
||||
**Aberrations** are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi.
|
||||
|
||||
**Beasts** are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals.
|
||||
|
||||
**Celestials** are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.
|
||||
|
||||
**Constructs** are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.
|
||||
|
||||
**Dragons** are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.
|
||||
|
||||
**Elementals** are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.
|
||||
|
||||
**Fey** are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.
|
||||
|
||||
**Fiends** are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.
|
||||
|
||||
**Giants** tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.
|
||||
|
||||
**Humanoids** are the main peoples of a fantasy gaming world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.
|
||||
|
||||
**Monstrosities** are monsters in the strictest sense-frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.
|
||||
|
||||
**Oozes** are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.
|
||||
|
||||
**Plants** in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.
|
||||
|
||||
**Undead** are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.
|
||||
|
||||
### Tags
|
||||
|
||||
A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the *humanoid (orc)* type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.
|
||||
|
||||
## Alignment
|
||||
|
||||
A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the *Player's Handbook* for descriptions of the different alignments.
|
||||
|
||||
The alignment specified in a monster's stat block is the default. Feel free to depart from it and change a monster's alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there's nothing stopping you.
|
||||
|
||||
Some creatures can have **any alignment**. In other words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature.
|
||||
|
||||
Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are **unaligned**, which means they don't have an alignment.
|
||||
|
||||
## Armor Class
|
||||
|
||||
A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value.
|
||||
|
||||
## Hit Points
|
||||
|
||||
A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the *Player's Handbook*.
|
||||
|
||||
A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½).
|
||||
|
||||
A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table.
|
||||
|
||||
**Table- Hit Dice by Size**
|
||||
|
||||
| Monster Size | Hit Die | Average HP per Die |
|
||||
|--------------|---------|--------------------|
|
||||
| Tiny | d4 | 2 1/2 |
|
||||
| Small | d6 | 3 1/2 |
|
||||
| Medium | d8 | 4 1/2 |
|
||||
| Large | d10 | 5 1/2 |
|
||||
| Huge | d12 | 6 1/2 |
|
||||
| Gargantuan | d20 | 10 1/2 |
|
||||
| | | |
|
||||
|
||||
A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8+2 hit points (average 11).
|
||||
|
||||
## Speed
|
||||
|
||||
A monster's speed tells you how far it can move on its turn. For more information on speed, see the *Player's Handbook*.
|
||||
|
||||
All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet.
|
||||
|
||||
Some creatures have one or more of the following additional movement modes.
|
||||
|
||||
### Burrow
|
||||
|
||||
A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can't burrow through solid rock unless it has a special trait that allows it to do so.
|
||||
|
||||
### Climb
|
||||
|
||||
A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn't need to spend extra movement to climb.
|
||||
|
||||
### Fly
|
||||
|
||||
A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to **hover**, which makes them hard to knock out of the air (as explained in the rules on flying in the *Player's Handbook*). Such a monster stops hovering when it dies.
|
||||
|
||||
### Swim
|
||||
|
||||
A monster that has a swimming speed doesn't need to spend extra movement to swim.
|
||||
|
||||
## Ability Scores
|
||||
|
||||
Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they're used in play, see the *Player's Handbook*.
|
||||
|
||||
## Saving Throws
|
||||
|
||||
The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent.
|
||||
|
||||
A saving throw bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table).
|
||||
|
||||
**Table- Proficiency Bonus by Challenge Rating**
|
||||
|
||||
| Challenge | Proficiency Bonus |
|
||||
|-----------|-------------------|
|
||||
| 0 | +2 |
|
||||
| 1/8 | +2 |
|
||||
| 1/4 | +2 |
|
||||
| 1/2 | +2 |
|
||||
| 1 | +2 |
|
||||
| 2 | +2 |
|
||||
| 3 | +2 |
|
||||
| 4 | +2 |
|
||||
| 5 | +3 |
|
||||
| 6 | +3 |
|
||||
| 7 | +3 |
|
||||
| 8 | +3 |
|
||||
| 9 | +4 |
|
||||
| 10 | +4 |
|
||||
| 11 | +4 |
|
||||
| 12 | +4 |
|
||||
| 13 | +5 |
|
||||
| 14 | +5 |
|
||||
| 15 | +5 |
|
||||
| 16 | +5 |
|
||||
| 17 | +6 |
|
||||
| 18 | +6 |
|
||||
| 19 | +6 |
|
||||
| 20 | +6 |
|
||||
| 21 | +7 |
|
||||
| 22 | +7 |
|
||||
| 23 | +7 |
|
||||
| 24 | +7 |
|
||||
| 25 | +8 |
|
||||
| 26 | +8 |
|
||||
| 27 | +8 |
|
||||
| 28 | +8 |
|
||||
| 29 | +9 |
|
||||
| 30 | +9 |
|
||||
| | |
|
||||
|
||||
## Skills
|
||||
|
||||
The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.
|
||||
|
||||
A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise.
|
||||
|
||||
***Armor, Weapon, and Tool Proficiencies***
|
||||
|
||||
*Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.*
|
||||
|
||||
*For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.*
|
||||
|
||||
*See the Player's Handbook for rules on using armor or weapons without proficiency.*
|
||||
|
||||
## Vulnerabilities, Resistances, and Immunities
|
||||
|
||||
Some creatures have vulnerability, resistance, or immunity to certain types of damage. Particular creatures are even resistant or immune to damage from nonmagical attacks (a magical attack is an attack delivered by a spell, a magic item, or another magical source). In addition, some creatures are immune to certain conditions.
|
||||
|
||||
## Senses
|
||||
|
||||
The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below.
|
||||
|
||||
### Blindsight
|
||||
|
||||
A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
|
||||
|
||||
Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
|
||||
|
||||
If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception.
|
||||
|
||||
### Darkvision
|
||||
|
||||
A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.
|
||||
|
||||
### Tremorsense
|
||||
|
||||
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.
|
||||
|
||||
### Truesight
|
||||
|
||||
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
|
||||
|
||||
## Languages
|
||||
|
||||
The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can't speak it, and this is noted in its entry. A "-" indicates that a creature neither speaks nor understands any language.
|
||||
|
||||
### Telepathy
|
||||
|
||||
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn't need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can't initiate or terminate a telepathic conversation.
|
||||
|
||||
A telepathic monster doesn't need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can't initiate telepathic contact, and any current contact is terminated.
|
||||
|
||||
A creature within the area of an *antimagic field* or in any other location where magic doesn't function can't send or receive telepathic messages.
|
||||
|
||||
## Challenge
|
||||
|
||||
A monster's **Challenge rating** tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one.
|
||||
|
||||
Monsters that are significantly weaker than 1st- level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each.
|
||||
|
||||
Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill.
|
||||
|
||||
### Experience Points
|
||||
|
||||
The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the GM may also award XP for neutralizing the threat posed by the monster in some other manner.
|
||||
|
||||
Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block.
|
||||
|
||||
**Table- Experience Points by Challenge Rating**
|
||||
|
||||
| Challenge | XP |
|
||||
|-----------|---------|
|
||||
| 0 | 0 or 10 |
|
||||
| 1/8 | 25 |
|
||||
| 1/4 | 50 |
|
||||
| 1/2 | 100 |
|
||||
| 1 | 200 |
|
||||
| 2 | 450 |
|
||||
| 3 | 700 |
|
||||
| 4 | 1,100 |
|
||||
| 5 | 1,800 |
|
||||
| 6 | 2,300 |
|
||||
| 7 | 2,900 |
|
||||
| 8 | 3,900 |
|
||||
| 14 | 11,500 |
|
||||
| 15 | 13,000 |
|
||||
| 16 | 15,000 |
|
||||
| 17 | 18,000 |
|
||||
| 18 | 20,000 |
|
||||
| 19 | 22,000 |
|
||||
| 20 | 25,000 |
|
||||
| 21 | 33,000 |
|
||||
| 22 | 41,000 |
|
||||
| 23 | 50,000 |
|
||||
| 24 | 62,000 |
|
||||
| 25 | 75,000 |
|
||||
| | |
|
||||
|
||||
## Special Traits
|
||||
|
||||
Special traits (which appear after a monster's challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation.
|
||||
|
||||
### Innate Spellcasting
|
||||
|
||||
A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating.
|
||||
|
||||
An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the *levitate* spell, but the spell has a "self only" restriction, which means that the spell affects only the drow mage.
|
||||
|
||||
A monster's innate spells can't be swapped out with other spells. If a monster's innate spells don't require attack rolls, no attack bonus is given for them.
|
||||
|
||||
### Spellcasting
|
||||
|
||||
A monster with the Spellcasting special trait has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the *Player's Handbook*). The spellcaster level is also used for any cantrips included in the feature.
|
||||
|
||||
The monster has a list of spells known or prepared from a specific class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric or the Druid Circle feature of the druid. The monster is considered a member of that class when attuning to or using a magic item that requires membership in the class or access to its spell list.
|
||||
|
||||
A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level *lightning bolt* spell can cast it as a 5th-level spell by using one of its 5th-level greater or lesser threat than suggested by its challenge rating.
|
||||
|
||||
### Psionics
|
||||
|
||||
A monster that casts spells using only the power of its mind has the psionics tag added to its Spellcasting or Innate Spellcasting special trait. This tag carries no special rules of its own, but other parts of the game might refer to it. A monster that has this tag typically doesn't require any components to cast its spells.
|
||||
|
||||
## Actions
|
||||
|
||||
When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the *Player's Handbook*.
|
||||
|
||||
### Melee and Ranged Attacks
|
||||
|
||||
The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the "weapon" might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the *Player's Handbook*.
|
||||
|
||||
***Creature vs Target***. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a "target" can be a creature or an object.
|
||||
|
||||
***Hit***. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the "Hit" notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented.
|
||||
|
||||
***Miss***. If an attack has an effect that occurs on a miss, that information is presented after the "Miss:" notation.
|
||||
|
||||
***Grapple Rules for Monsters***
|
||||
|
||||
*Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn't need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.*
|
||||
|
||||
*A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster's stat block. If no escape DC is given, assume the DC is 10+the monster's Strength (Athletics) modifier.*
|
||||
|
||||
### Multiattack
|
||||
|
||||
A creature that can make multiple attacks on its turn has the Multiattack action. A creature can't use Multiattack when making an opportunity attack, which must be a single melee attack.
|
||||
|
||||
### Ammunition
|
||||
|
||||
A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow.
|
||||
|
||||
## Reactions
|
||||
|
||||
If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent.
|
||||
|
||||
## Limited Usage
|
||||
|
||||
Some special abilities have restrictions on the number of times they can be used.
|
||||
|
||||
***X/Day***. The notation "X/Day" means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, "1/Day" means a special ability can be used once and that the monster must finish a long rest to use it again.
|
||||
|
||||
***Recharge X-Y***. The notation "Recharge X-Y" means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster's turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest.
|
||||
|
||||
For example, "Recharge 5-6" means a monster can use the special ability once. Then, at the start of the monster's turn, it regains the use of that ability if it rolls a 5 or 6 on a d6.
|
||||
|
||||
***Recharge after a Short or Long Rest***. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again.
|
||||
|
||||
## Equipment
|
||||
|
||||
A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately.
|
||||
|
||||
You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance.
|
||||
|
||||
If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.
|
||||
|
||||
# Legendary Creatures
|
||||
|
||||
A legendary creature can do things that ordinary creatures can't. It can take special actions outside its turn, and it might exert magical influence for miles around.
|
||||
|
||||
If a creature assumes the form of a legendary creature, such as through a spell, it doesn't gain that form's legendary actions, lair actions, or regional effects.
|
||||
|
||||
## Legendary Actions
|
||||
|
||||
A legendary creature can take a certain number of special actions-called legendary actions-outside its turn. Only one legendary action option can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary actions at the start of its turn. It can forgo using them, and it can't use them while incapacitated or otherwise unable to take actions. If surprised, it can't use them until after its first turn in the combat.
|
||||
|
||||
## A Legendary Creature's Lair
|
||||
|
||||
A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Such a section applies only to a legendary creature that spends a great deal of time in its lair.
|
||||
|
||||
### Lair Actions
|
||||
|
||||
If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), it can use one of its lair action options. It can't do so while incapacitated or otherwise unable to take actions. If surprised, it can't use one until after its first turn in the combat.
|
||||
|
||||
### Regional Effects
|
||||
|
||||
The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies.
|
|
@ -1,51 +0,0 @@
|
|||
## Aboleth
|
||||
|
||||
*Large aberration, lawful evil*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 135 (18d10+36)
|
||||
|
||||
**Speed** 10 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 21 (+5) | 9 (-1) | 15 (+2) | 18 (+4) | 15 (+2) | 18 (+4) |
|
||||
|
||||
**Saving Throws** Con +6, Int +8, Wis +6
|
||||
|
||||
**Skills** History +12, Perception +10
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 20
|
||||
|
||||
**Languages** Deep Speech, telepathy 120 ft.
|
||||
|
||||
**Challenge** 10 (5,900 XP)
|
||||
|
||||
***Amphibious***. The aboleth can breathe air and water.
|
||||
|
||||
***Mucous Cloud***. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
|
||||
|
||||
***Probing Telepathy***. If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The aboleth makes three tentacle attacks.
|
||||
|
||||
***Tentacle***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 12 (2d6+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by *heal* or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +9 to hit, reach 10 ft. one target. *Hit:* 15 (3d6+5) bludgeoning damage.
|
||||
|
||||
***Enslave (3/Day)***. The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
|
||||
|
||||
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The aboleth 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 aboleth regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The aboleth makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Swipe**. The aboleth makes one tail attack.
|
||||
|
||||
**Psychic Drain (Costs 2 Actions)**. One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
|
|
@ -1,32 +0,0 @@
|
|||
### Acolyte
|
||||
|
||||
*Medium humanoid (any race), any alignment*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 9 (2d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) |
|
||||
|
||||
**Skills** Medicine +4, Religion +2
|
||||
|
||||
**Senses** passive Perception 12
|
||||
|
||||
**Languages** any one language (usually Common)
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Spellcasting***. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
|
||||
|
||||
Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
|
||||
1st level (3 slots): *bless*, *cure wounds*, *sanctuary*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
|
||||
|
||||
**Acolytes** are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
|
|
@ -1,53 +0,0 @@
|
|||
# Adult Black Dragon (Chromatic)
|
||||
|
||||
*Huge dragon, chaotic evil*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 195 (17d12+85)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 14 (+2) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) |
|
||||
|
||||
**Saving Throws** Dex +7, Con +10, Wis +6, Cha +8
|
||||
|
||||
**Skills** Perception +11, Stealth +7
|
||||
|
||||
**Damage Immunities** acid
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 14 (11,500 XP)
|
||||
|
||||
***Amphibious***. The dragon can breathe air and water.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) acid damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,51 +0,0 @@
|
|||
# Adult Blue Dragon (Chromatic)
|
||||
|
||||
*Huge dragon, lawful evil*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 225 (18d12+108)
|
||||
|
||||
**Speed** 40 ft., burrow 30 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) |
|
||||
|
||||
**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9
|
||||
|
||||
**Skills** Perception +12, Stealth +5
|
||||
|
||||
**Damage Immunities** lightning
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 16 (15,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage plus 5 (1d10) lightning damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,55 +0,0 @@
|
|||
# Adult Brass Dragon (Metallic)
|
||||
|
||||
*Huge dragon, chaotic good*
|
||||
|
||||
**Armor Class** 18 (natural armor)
|
||||
|
||||
**Hit Points** 172 (15d12+75)
|
||||
|
||||
**Speed** 40 ft., burrow 30 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) |
|
||||
|
||||
**Saving Throws** Dex +5, Con +10, Wis +6, Cha +8
|
||||
|
||||
**Skills** History +7, Perception +11, Persuasion +8, Stealth +5
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 13 (10,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons.
|
||||
|
||||
**Fire Breath**. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Sleep Breath**. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,61 +0,0 @@
|
|||
# Adult Bronze Dragon (Metallic)
|
||||
|
||||
*Huge dragon, lawful good*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 212 (17d12+102)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 25 (+7) | 10 (+0) | 23 (+6) | 16 (+3) | 15 (+2) | 19 (+4) |
|
||||
|
||||
**Saving Throws** Dex +5, Con +11, Wis +7, Cha +9
|
||||
|
||||
**Skills** Insight +7, Perception +12, Stealth +5
|
||||
|
||||
**Damage Immunities** lightning
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 15 (13,000 XP)
|
||||
|
||||
***Amphibious***. The dragon can breathe air and water.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10+7) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6+7) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8+7) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons.
|
||||
|
||||
**Lightning Breath**. The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
|
||||
|
||||
***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,55 +0,0 @@
|
|||
# Adult Copper Dragon (Metallic)
|
||||
|
||||
*Huge dragon, chaotic good*
|
||||
|
||||
**Armor Class** 18 (natural armor)
|
||||
|
||||
**Hit Points** 184 (16d12+80)
|
||||
|
||||
**Speed** 40 ft., climb 40 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) |
|
||||
|
||||
**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8
|
||||
|
||||
**Skills** Deception +8, Perception +12, Stealth +6
|
||||
|
||||
**Damage Immunities** acid
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 14 (11,500 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons.
|
||||
|
||||
**Acid Breath**. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Slowing Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,61 +0,0 @@
|
|||
# Adult Gold Dragon (Metallic)
|
||||
|
||||
*Huge dragon, lawful good*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 256 (19d12+133)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 24 (+7) |
|
||||
|
||||
**Saving Throws** Dex +8, Con +13, Wis +8, Cha +13
|
||||
|
||||
**Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 17 (18,000 XP)
|
||||
|
||||
***Amphibious***. The dragon can breathe air and water.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons.
|
||||
|
||||
**Fire Breath**. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Weakening Breath**. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,55 +0,0 @@
|
|||
# Adult Green Dragon (Chromatic)
|
||||
|
||||
*Huge dragon, lawful evil*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 207 (18d12+90)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 12 (+1) | 21 (+5) | 18 (+4) | 15 (+2) | 17 (+3) |
|
||||
|
||||
**Saving Throws** Dex +6, Con +10, Wis +7, Cha +8
|
||||
|
||||
**Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 15 (13,000 XP)
|
||||
|
||||
***Amphibious***. The dragon can breathe air and water.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 7 (2d6) poison damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,51 +0,0 @@
|
|||
# Adult Red Dragon (Chromatic)
|
||||
|
||||
*Huge dragon, chaotic evil*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 256 (19d12+133)
|
||||
|
||||
**Speed** 40 ft., climb 40 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) |
|
||||
|
||||
**Saving Throws** Dex +6, Con +13, Wis +7, Cha +11
|
||||
|
||||
**Skills** Perception +13, Stealth +6
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 17 (18,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 7 (2d6) fire damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,59 +0,0 @@
|
|||
# Adult Silver Dragon (Metallic)
|
||||
|
||||
*Huge dragon, lawful good*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 243 (18d12+126)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 13 (+1) | 21 (+5) |
|
||||
|
||||
**Saving Throws** Dex +5, Con +12, Wis +6, Cha +10
|
||||
|
||||
**Skills** Arcana +8, History +8, Perception +11, Stealth +5
|
||||
|
||||
**Damage Immunities** cold
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 16 (15,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (2d10+8) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 15 (2d6+8) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons.
|
||||
|
||||
**Cold Breath**. The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Paralyzing Breath**. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,53 +0,0 @@
|
|||
# Adult White Dragon (Chromatic)
|
||||
|
||||
*Huge dragon, chaotic evil*
|
||||
|
||||
**Armor Class** 18 (natural armor)
|
||||
|
||||
**Hit Points** 200 (16d12+96)
|
||||
|
||||
**Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 22 (+6) | 10 (+0) | 22 (+6) | 8 (-1) | 12 (+1) | 12 (+1) |
|
||||
|
||||
**Saving Throws** Dex +5, Con +11, Wis +6, Cha +6
|
||||
|
||||
**Skills** Perception +11, Stealth +5
|
||||
|
||||
**Damage Immunities** cold
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 13 (10,000 XP)
|
||||
|
||||
***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10+6) piercing damage plus 4 (1d8) cold damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8+6) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,37 +0,0 @@
|
|||
### Air Elemental
|
||||
|
||||
*Large elemental, neutral*
|
||||
|
||||
**Armor Class** 15
|
||||
|
||||
**Hit Points** 90 (12d10+24)
|
||||
|
||||
**Speed** 0 ft., fly 90 ft. (hover)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 20 (+5) | 14 (+2) | 6 (-2) | 10 (+0) | 6 (-2) |
|
||||
|
||||
**Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Auran
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Air Form***. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The elemental makes two slam attacks.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage.
|
||||
|
||||
***Whirlwind (Recharge 4-6)***. Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
|
||||
|
||||
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
|
|
@ -1,53 +0,0 @@
|
|||
# Ancient Black Dragon (Chromatic)
|
||||
|
||||
*Gargantuan dragon, chaotic evil*
|
||||
|
||||
**Armor Class** 22 (natural armor)
|
||||
|
||||
**Hit Points** 367 (21d20+147)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 27 (+8) | 14 (+2) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) |
|
||||
|
||||
**Saving Throws** Dex +9, Con +14, Wis +9, Cha +11
|
||||
|
||||
**Skills** Perception +16, Stealth +9
|
||||
|
||||
**Damage Immunities** acid
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 21 (33,000 XP)
|
||||
|
||||
***Amphibious***. The dragon can breathe air and water.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) acid damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Acid Breath (Recharge 5-6)***. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,51 +0,0 @@
|
|||
# Ancient Blue Dragon (Chromatic)
|
||||
|
||||
*Gargantuan dragon, lawful evil*
|
||||
|
||||
**Armor Class** 22 (natural armor)
|
||||
|
||||
**Hit Points** 481 (26d20+208)
|
||||
|
||||
**Speed** 40 ft., burrow 40 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) |
|
||||
|
||||
**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12
|
||||
|
||||
**Skills** Perception +17, Stealth +7
|
||||
|
||||
**Damage Immunities** lightning
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 23 (50,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage plus 11 (2d10) lightning damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Lightning Breath (Recharge 5-6)***. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,59 +0,0 @@
|
|||
# Ancient Brass Dragon (Metallic)
|
||||
|
||||
*Gargantuan dragon, chaotic good*
|
||||
|
||||
**Armor Class** 20 (natural armor)
|
||||
|
||||
**Hit Points** 297 (17d20+119)
|
||||
|
||||
**Speed** 40 ft., burrow 40 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 27 (+8) | 10 (+0) | 25 (+7) | 16 (+3) | 15 (+2) | 19 (+4) |
|
||||
|
||||
**Saving Throws** Dex +6, Con +13, Wis +8, Cha +10
|
||||
|
||||
**Skills** History +9, Perception +14, Persuasion +10, Stealth +6
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 20 (25,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons:
|
||||
|
||||
**Fire Breath**. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Sleep Breath**. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
|
||||
|
||||
***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,61 +0,0 @@
|
|||
# Ancient Bronze Dragon (Metallic)
|
||||
|
||||
*Gargantuan dragon, lawful good*
|
||||
|
||||
**Armor Class** 22 (natural armor)
|
||||
|
||||
**Hit Points** 444 (24d20+192)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 29 (+9) | 10 (+0) | 27 (+8) | 18 (+4) | 17 (+3) | 21 (+5) |
|
||||
|
||||
**Saving Throws** Dex +7, Con +15, Wis +10, Cha +12
|
||||
|
||||
**Skills** Insight +10, Perception +17, Stealth +7
|
||||
|
||||
**Damage Immunities** lightning
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 22 (41,000 XP)
|
||||
|
||||
***Amphibious***. The dragon can breathe air and water.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (2d10+9) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (2d6+9) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (2d8+9) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons.
|
||||
|
||||
**Lightning Breath**. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Repulsion Breath**. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
|
||||
|
||||
***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,59 +0,0 @@
|
|||
# Ancient Copper Dragon (Metallic)
|
||||
|
||||
*Gargantuan dragon, chaotic good*
|
||||
|
||||
**Armor Class** 21 (natural armor)
|
||||
|
||||
**Hit Points** 350 (20d20+140)
|
||||
|
||||
**Speed** 40 ft., climb 40 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) |
|
||||
|
||||
**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11
|
||||
|
||||
**Skills** Deception +11, Perception +17, Stealth +8
|
||||
|
||||
**Damage Immunities** acid
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 21 (33,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons.
|
||||
|
||||
**Acid Breath**. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Slowing Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
|
||||
|
||||
***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,61 +0,0 @@
|
|||
# Ancient Gold Dragon (Metallic)
|
||||
|
||||
*Gargantuan dragon, lawful good*
|
||||
|
||||
**Armor Class** 22 (natural armor)
|
||||
|
||||
**Hit Points** 546 (28d20+252)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 30 (+10) | 14 (+2) | 29 (+9) | 18 (+4) | 17 (+3) | 28 (+9) |
|
||||
|
||||
**Saving Throws** Dex +9, Con +16, Wis +10, Cha +16
|
||||
|
||||
**Skills** Insight +10, Perception +17, Persuasion +16, Stealth +9
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 24 (62,000 XP)
|
||||
|
||||
***Amphibious***. The dragon can breathe air and water.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons.
|
||||
|
||||
**Fire Breath**. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Weakening Breath**. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,53 +0,0 @@
|
|||
# Ancient Green Dragon (Chromatic)
|
||||
|
||||
*Gargantuan dragon, lawful evil*
|
||||
|
||||
**Armor Class** 21 (natural armor)
|
||||
|
||||
**Hit Points** 385 (22d20 + 154)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 27 (+8) | 12 (+1) | 25 (+7) | 20 (+5) | 17 (+3) | 19 (+4) |
|
||||
|
||||
**Saving Throws** Dex +8, Con +14, Wis +10, Cha +11
|
||||
|
||||
**Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 22 (41,000 XP)
|
||||
|
||||
***Amphibious***. The dragon can breathe air and water.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 10 (3d6) poison damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (4d6+8) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Poison Breath (Recharge 5-6)***. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,51 +0,0 @@
|
|||
# Ancient Red Dragon (Chromatic)
|
||||
|
||||
*Gargantuan dragon, chaotic evil*
|
||||
|
||||
**Armor Class** 22 (natural armor)
|
||||
|
||||
**Hit Points** 546 (28d20+252)
|
||||
|
||||
**Speed** 40 ft., climb 40 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) |
|
||||
|
||||
**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13
|
||||
|
||||
**Skills** Perception +16, Stealth +7
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 24 (62,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage plus 14 (4d6) fire damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Fire Breath (Recharge 5-6)***. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,59 +0,0 @@
|
|||
# Ancient Silver Dragon (Metallic)
|
||||
|
||||
*Gargantuan dragon, lawful good*
|
||||
|
||||
**Armor Class** 22 (natural armor)
|
||||
|
||||
**Hit Points** 487 (25d20+225)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 30 (+10) | 10 (+0) | 29 (+9) | 18 (+4) | 15 (+2) | 23 (+6) |
|
||||
|
||||
**Saving Throws** Dex +7, Con +16, Wis +9, Cha +13
|
||||
|
||||
**Skills** Arcana +11, History +11, Perception +16, Stealth +7
|
||||
|
||||
**Damage Immunities** cold
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 23 (50,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10+10) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6+10) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8+10) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5-6)***. The dragon uses one of the following breath weapons.
|
||||
|
||||
**Cold Breath**. The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Paralyzing Breath**. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
***Change Shape***. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,53 +0,0 @@
|
|||
# Ancient White Dragon (Chromatic)
|
||||
|
||||
*Gargantuan dragon, chaotic evil*
|
||||
|
||||
**Armor Class** 20 (natural armor)
|
||||
|
||||
**Hit Points** 333 (18d20+144)
|
||||
|
||||
**Speed** 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 26 (+8) | 10 (+0) | 26 (+8) | 10 (+0) | 13 (+1) | 14 (+2) |
|
||||
|
||||
**Saving Throws** Dex +6, Con +14, Wis +7, Cha +8
|
||||
|
||||
**Skills** Perception +13, Stealth +6
|
||||
|
||||
**Damage Immunities** cold
|
||||
|
||||
**Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 20 (25,000 XP)
|
||||
|
||||
***Ice Walk***. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the dragon fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (2d10+8) piercing damage plus 9 (2d8) cold damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6+8) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8+8) bludgeoning damage.
|
||||
|
||||
***Frightful Presence***. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Cold Breath (Recharge 5-6)***. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The dragon 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 dragon regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Detect**. The dragon makes a Wisdom (Perception) check.
|
||||
|
||||
**Tail Attack**. The dragon makes a tail attack.
|
||||
|
||||
**Wing Attack (Costs 2 Actions)**. The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
|
@ -1,65 +0,0 @@
|
|||
### Androsphinx (Sphinx)
|
||||
|
||||
*Large monstrosity, lawful neutral*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 199 (19d10+95)
|
||||
|
||||
**Speed** 40 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 22 (+6) | 10 (+0) | 20 (+5) | 16 (+3) | 18 (+4) | 23 (+6) |
|
||||
|
||||
**Saving Throws** Dex +6, Con +11, Int +9, Wis +10
|
||||
|
||||
**Skills** Arcana +9, Perception +10, Religion +15
|
||||
|
||||
**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Condition Immunities** charmed, frightened
|
||||
|
||||
**Senses** truesight 120 ft., passive Perception 20
|
||||
|
||||
**Languages** Common, Sphinx
|
||||
|
||||
**Challenge** 17 (18,000 XP)
|
||||
|
||||
***Inscrutable***. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.
|
||||
|
||||
***Magic Weapons***. The sphinx's weapon attacks are magical.
|
||||
|
||||
***Spellcasting***. The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:
|
||||
|
||||
Cantrips (at will): *sacred flame*, *spare the dying*, *thaumaturgy*
|
||||
1st level (4 slots): *command*, *detect evil and good*, *detect magic*
|
||||
2nd level (3 slots): *lesser restoration*, *zone of truth*
|
||||
3rd level (3 slots): *dispel magic*, *tongues*
|
||||
4th level (3 slots): *banishment*, *freedom of movement*
|
||||
5th level (2 slots): *flame strike*, *greater restoration*
|
||||
6th level (1 slot): *heroes' feast*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The sphinx makes two claw attacks.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 17 (2d10+6) slashing damage.
|
||||
|
||||
***Roar (3/Day)***. The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
|
||||
|
||||
**First Roar**. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
**Second Roar**. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
**Third Roar**. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The sphinx 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 sphinx regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Claw Attack**. The sphinx makes one claw attack.
|
||||
|
||||
**Teleport (Costs 2 Actions)**. The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
|
||||
|
||||
**Cast a Spell (Costs 3 Actions)**. The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.
|
|
@ -1,35 +0,0 @@
|
|||
### Animated Armor (Animated Object)
|
||||
|
||||
*Medium construct, unaligned*
|
||||
|
||||
**Armor Class** 18 (natural armor)
|
||||
|
||||
**Hit Points** 33 (6d8+6)
|
||||
|
||||
**Speed** 25 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 11 (+0) | 13 (+1) | 1 (-5) | 3 (-4) | 1 (-5) |
|
||||
|
||||
**Damage Immunities** poison, psychic
|
||||
|
||||
**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
|
||||
|
||||
**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Antimagic Susceptibility***. The armor is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the armor must succeed on a
|
||||
|
||||
Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
|
||||
|
||||
***False Appearance***. While the armor remains motionless, it is indistinguishable from a normal suit of armor.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The armor makes two melee attacks.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage.
|
|
@ -1,25 +0,0 @@
|
|||
## Ankheg
|
||||
|
||||
*Large monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 14 (natural armor), 11 while prone
|
||||
|
||||
**Hit Points** 39 (6d10+6)
|
||||
|
||||
**Speed** 30 ft., burrow 10 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 11 (+0) | 13 (+1) | 1 (-5) | 13 (+1) | 6 (-2) |
|
||||
|
||||
**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.
|
||||
|
||||
***Acid Spray (Recharge 6)***. The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
|
|
@ -1,29 +0,0 @@
|
|||
### Ape
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 19 (3d8+6)
|
||||
|
||||
**Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 14 (+2) | 14 (+2) | 6 (-2) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Athletics +5, Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The ape makes two fist attacks.
|
||||
|
||||
***Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage.
|
||||
|
||||
***Rock***. *Ranged Weapon Attack:* +5 to hit, range 25/50 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage.
|
|
@ -1,49 +0,0 @@
|
|||
### Archmage
|
||||
|
||||
*Medium humanoid (any race), any alignment*
|
||||
|
||||
**Armor Class** 12 (15 with *mage armor*)
|
||||
|
||||
**Hit Points** 99 (18d8 + 18)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
|
||||
|
||||
**Saving Throws** Int +9, Wis +6
|
||||
|
||||
**Skills** Arcana +13, History +13
|
||||
|
||||
**Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*)
|
||||
|
||||
**Senses** passive Perception 12
|
||||
|
||||
**Languages** any six languages
|
||||
|
||||
**Challenge** 12 (8,400 XP)
|
||||
|
||||
***Magic Resistance***. The archmage has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
***Spellcasting***. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast *disguise self* and *invisibility* at will and has the following wizard spells prepared:
|
||||
|
||||
Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp*
|
||||
1st level (4 slots): *detect magic*, *identify*, *mage armor*, *magic missile*
|
||||
2nd level (3 slots): *detect thoughts*, *mirror image*, *misty step*
|
||||
3rd level (3 slots): *counterspell*, *fly*, *lightning bolt*
|
||||
4th level (3 slots): *banishment*, *fire shield*, *stoneskin*
|
||||
5th level (3 slots): *cone of cold*, *scrying*, *wall of force*
|
||||
6th level (1 slot): *globe of invulnerability*
|
||||
7th level (1 slot): *teleport*
|
||||
8th level (1 slot): *mind blank**
|
||||
9th level (1 slot): *time stop*
|
||||
\* The archmage casts these spells on itself before combat.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Dagger***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.
|
||||
|
||||
**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.
|
||||
|
||||
An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
|
|
@ -1,41 +0,0 @@
|
|||
### Assassin
|
||||
|
||||
*Medium humanoid (any race), any non-good alignment*
|
||||
|
||||
**Armor Class** 15 (studded leather)
|
||||
|
||||
**Hit Points** 78 (12d8 + 24)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Saving Throws** Dex +6, Int +4
|
||||
|
||||
**Skills** Acrobatics +6, Deception +3, Perception +3, Stealth +9
|
||||
|
||||
**Damage Resistances** poison
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** Thieves' cant plus any two languages
|
||||
|
||||
**Challenge** 8 (3,900 XP)
|
||||
|
||||
***Assassinate***. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
|
||||
|
||||
***Evasion***. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
|
||||
|
||||
***Sneak Attack***. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The assassin makes two shortsword attacks.
|
||||
|
||||
***Shortsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***Light Crossbow***. *Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
|
|
@ -1,31 +0,0 @@
|
|||
### Awakened Shrub
|
||||
|
||||
*Small plant, unaligned*
|
||||
|
||||
**Armor Class** 9
|
||||
|
||||
**Hit Points** 10 (3d6)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 3 (-4) | 8 (-1) | 11 (+0) | 10 (+0) | 10 (+0) | 6 (-2) |
|
||||
|
||||
**Damage Vulnerabilities** fire
|
||||
|
||||
**Damage Resistances** piercing
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** one language known by its creator
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***False Appearance***. While the shrub remains motionless, it is indistinguishable from a normal shrub.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Rake***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) slashing damage.
|
||||
|
||||
An **awakened shrub** is an ordinary shrub given sentience and mobility by the *awaken* spell or similar magic.
|
|
@ -1,31 +0,0 @@
|
|||
### Awakened Tree
|
||||
|
||||
*Huge plant, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 59 (7d12+14)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 6 (-2) | 15 (+2) | 10 (+0) | 10 (+0) | 7 (-2) |
|
||||
|
||||
**Damage Vulnerabilities** fire
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** one language known by its creator
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***False Appearance***. While the tree remains motionless, it is indistinguishable from a normal tree.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage.
|
||||
|
||||
An **awakened tree** is an ordinary tree given sentience and mobility by the *awaken* spell or similar magic.
|
|
@ -1,25 +0,0 @@
|
|||
### Axe Beak
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 19 (3d10+3)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 12 (+1) | 12 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage.
|
||||
|
||||
An **axe beak** is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.
|
|
@ -1,35 +0,0 @@
|
|||
## Azer
|
||||
|
||||
*Medium elemental, lawful neutral*
|
||||
|
||||
**Armor Class** 17 (natural armor, shield)
|
||||
|
||||
**Hit Points** 39 (6d8+12)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 12 (+1) | 15 (+2) | 12 (+1) | 13 (+1) | 10 (+0) |
|
||||
|
||||
**Saving Throws** Con +4
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** passive Perception 11
|
||||
|
||||
**Languages** Ignan
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Heated Body***. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
|
||||
|
||||
***Heated Weapons***. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
|
||||
|
||||
***Illumination***. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Warhammer***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
|
|
@ -1,25 +0,0 @@
|
|||
### Baboon
|
||||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 3 (1d6)
|
||||
|
||||
**Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 8 (-1) | 14 (+2) | 11 (+0) | 4 (-3) | 12 (+1) | 6 (-2) |
|
||||
|
||||
**Senses** passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Pack Tactics***. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4-1) piercing damage.
|
|
@ -1,25 +0,0 @@
|
|||
### Badger
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 3 (1d4+1)
|
||||
|
||||
**Speed** 20 ft., burrow 5 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 4 (-3) | 11 (+0) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) |
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
|
|
@ -1,45 +0,0 @@
|
|||
### Balor (Demon)
|
||||
|
||||
*Huge fiend (demon), chaotic evil*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 262 (21d12+126)
|
||||
|
||||
**Speed** 40 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 26 (+8) | 15 (+2) | 22 (+6) | 20 (+5) | 16 (+3) | 22 (+6) |
|
||||
|
||||
**Saving Throws** Str +14, Con +12, Wis +9, Cha +12
|
||||
|
||||
**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** truesight 120 ft., passive Perception 13
|
||||
|
||||
**Languages** Abyssal, telepathy 120 ft.
|
||||
|
||||
**Challenge** 19 (22,000 XP)
|
||||
|
||||
***Death Throes***. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
|
||||
|
||||
***Fire Aura***. At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
|
||||
|
||||
***Magic Resistance***. The balor has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
***Magic Weapons***. The balor's weapon attacks are magical.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The balor makes two attacks: one with its longsword and one with its whip.
|
||||
|
||||
***Longsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
|
||||
|
||||
***Whip***. *Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
|
||||
|
||||
***Teleport***. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
|
|
@ -1,29 +0,0 @@
|
|||
### Bandit
|
||||
|
||||
*Medium humanoid (any race), any non-lawful alignment*
|
||||
|
||||
**Armor Class** 12 (leather armor)
|
||||
|
||||
**Hit Points** 11 (2d8 + 2)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** any one language (usually Common)
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.
|
||||
|
||||
***Light Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 80/320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.
|
||||
|
||||
**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
|
||||
|
||||
**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.
|
|
@ -1,41 +0,0 @@
|
|||
### Bandit Captain
|
||||
|
||||
*Medium humanoid (any race), any non-lawful alignment*
|
||||
|
||||
**Armor Class** 15 (studded leather)
|
||||
|
||||
**Hit Points** 65 (10d8 + 20)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) |
|
||||
|
||||
**Saving Throws** Str +4, Dex +5, Wis +2
|
||||
|
||||
**Skills** Athletics +4, Deception +4
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** any two languages
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
|
||||
|
||||
***Scimitar***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
|
||||
|
||||
***Dagger***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage.
|
||||
|
||||
###### Reactions
|
||||
|
||||
***Parry***. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
|
||||
|
||||
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades.
|
||||
|
||||
In addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.
|
||||
|
||||
More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
|
|
@ -1,45 +0,0 @@
|
|||
### Barbed Devil
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 110 (13d8+52)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 17 (+3) | 18 (+4) | 12 (+1) | 14 (+2) | 14 (+2) |
|
||||
|
||||
**Saving Throws** Str +6, Con +7, Wis +5, Cha +5
|
||||
|
||||
**Skills** Deception +5, Insight +5, Perception +8
|
||||
|
||||
**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 18
|
||||
|
||||
**Languages** Infernal, telepathy 120 ft.
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Barbed Hide***. At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
|
||||
|
||||
***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision.
|
||||
|
||||
***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage.
|
||||
|
||||
***Hurl Flame***. *Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
|
|
@ -1,29 +0,0 @@
|
|||
## Basilisk
|
||||
|
||||
*Medium monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 52 (8d8+16)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 8 (-1) | 15 (+2) | 2 (-4) | 8 (-1) | 7 (-2) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
**Petrifying Gaze**. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the *greater restoration* spell or other magic.
|
||||
|
||||
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
|
||||
|
||||
If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage plus 7 (2d6) poison damage.
|
|
@ -1,27 +0,0 @@
|
|||
### Bat
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 5 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 2 (-4) | 15 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 4 (-3) |
|
||||
|
||||
**Senses** blindsight 60 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Echolocation***. The bat can't use its blindsight while deafened.
|
||||
|
||||
***Keen Hearing***. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage.
|
|
@ -1,41 +0,0 @@
|
|||
### Bearded Devil
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 52 (8d8+16)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 15 (+2) | 15 (+2) | 9 (-1) | 11 (+0) | 11 (+0) |
|
||||
|
||||
**Saving Throws** Str +5, Con +4, Wis +2
|
||||
|
||||
**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 10
|
||||
|
||||
**Languages** Infernal, telepathy 120 ft.
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision.
|
||||
|
||||
***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
***Steadfast***. The devil can't be frightened while it can see an allied creature within 30 feet of it.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The devil makes two attacks: one with its beard and one with its glaive.
|
||||
|
||||
***Beard***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
***Glaive***. *Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10+3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
|
|
@ -1,37 +0,0 @@
|
|||
## Behir
|
||||
|
||||
*Huge monstrosity, neutral evil*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 168 (16d12+64)
|
||||
|
||||
**Speed** 50 ft., climb 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 16 (+3) | 18 (+4) | 7 (-2) | 14 (+2) | 12 (+1) |
|
||||
|
||||
**Skills** Perception +6, Stealth +7
|
||||
|
||||
**Damage Immunities** lightning
|
||||
|
||||
**Senses** darkvision 90 ft., passive Perception 16
|
||||
|
||||
**Languages** Draconic
|
||||
|
||||
**Challenge** 11 (7,200 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The behir makes two attacks: one with its bite and one to constrict.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) piercing damage.
|
||||
|
||||
***Constrict***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10+6) bludgeoning damage plus 17 (2d10+6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
|
||||
|
||||
***Lightning Breath (Recharge 5-6)***. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***Swallow***. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.
|
||||
|
||||
If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
|
|
@ -1,27 +0,0 @@
|
|||
### Berserker
|
||||
|
||||
*Medium humanoid (any race), any chaotic alignment*
|
||||
|
||||
**Armor Class** 13 (hide armor)
|
||||
|
||||
**Hit Points** 67 (9d8 + 27)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 12 (+1) | 17 (+3) | 9 (-1) | 11 (+0) | 9 (-1) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** any one language (usually Common)
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Reckless***. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage.
|
||||
|
||||
Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it.
|
|
@ -1,31 +0,0 @@
|
|||
### Black Bear
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 11 (natural armor)
|
||||
|
||||
**Hit Points** 19 (3d8+6)
|
||||
|
||||
**Speed** 40 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 10 (+0) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The bear makes two attacks: one with its bite and one with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage.
|
|
@ -1,39 +0,0 @@
|
|||
### Black Pudding (Ooze)
|
||||
|
||||
*Large ooze, unaligned*
|
||||
|
||||
**Armor Class** 7
|
||||
|
||||
**Hit Points** 85 (10d10+30)
|
||||
|
||||
**Speed** 20 ft., climb 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 5 (-3) | 16 (+3) | 1 (-5) | 6 (-2) | 1 (-5) |
|
||||
|
||||
**Damage Immunities** acid, cold, lightning, slashing
|
||||
|
||||
**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone
|
||||
|
||||
**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Amorphous***. The pudding can move through a space as narrow as 1 inch wide without squeezing.
|
||||
|
||||
***Corrosive Form***. A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage.
|
||||
|
||||
The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
|
||||
|
||||
***Spider Climb***. The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
|
||||
|
||||
###### Reactions
|
||||
|
||||
***Split***. When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
|
|
@ -1,31 +0,0 @@
|
|||
### Blink Dog
|
||||
|
||||
*Medium fey, lawful good*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 22 (4d8+4)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 17 (+3) | 12 (+1) | 10 (+0) | 13 (+1) | 11 (+0) |
|
||||
|
||||
**Skills** Perception +3, Stealth +5
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** Blink Dog, understands Sylvan but can't speak it
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Keen Hearing and Smell***. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage.
|
||||
|
||||
***Teleport (Recharge 4-6)***. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
|
||||
|
||||
A **blink dog** takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long- standing hatred for displacer beasts and attack them on sight.
|
|
@ -1,31 +0,0 @@
|
|||
### Blood Hawk
|
||||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 7 (2d6)
|
||||
|
||||
**Speed** 10 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 6 (-2) | 14 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 5 (-3) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
***Pack Tactics***. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage.
|
||||
|
||||
Taking its name from its crimson feathers and aggressive nature, the **blood hawk** fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.
|
|
@ -1,27 +0,0 @@
|
|||
### Boar
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 11 (natural armor)
|
||||
|
||||
**Hit Points** 11 (2d8+2)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 11 (+0) | 12 (+1) | 2 (-4) | 9 (-1) | 5 (-3) |
|
||||
|
||||
**Senses** passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Charge***. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
|
||||
|
||||
***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Tusk***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) slashing damage.
|
|
@ -1,41 +0,0 @@
|
|||
### Bone Devil
|
||||
|
||||
*Large fiend (devil), lawful evil*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 142 (15d10+60)
|
||||
|
||||
**Speed** 40 ft., fly 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 16 (+3) |
|
||||
|
||||
**Saving Throws** Int +5, Wis +6, Cha +7
|
||||
|
||||
**Skills** Deception +7, Insight +6
|
||||
|
||||
**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 12
|
||||
|
||||
**Languages** Infernal, telepathy 120 ft.
|
||||
|
||||
**Challenge** 9 (5,000 XP)
|
||||
|
||||
***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision.
|
||||
|
||||
***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The devil makes three attacks: two with its claws and one with its sting.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 8 (1d8+4) slashing damage.
|
||||
|
||||
***Sting***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8+4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
|
@ -1,31 +0,0 @@
|
|||
### Brown Bear
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 11 (natural armor)
|
||||
|
||||
**Hit Points** 34 (4d10+12)
|
||||
|
||||
**Speed** 40 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Keen Smell***. The bear has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The bear makes two attacks: one with its bite and one with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage.
|
|
@ -1,31 +0,0 @@
|
|||
## Bugbear
|
||||
|
||||
*Medium humanoid (goblinoid), chaotic evil*
|
||||
|
||||
**Armor Class** 16 (hide armor, shield)
|
||||
|
||||
**Hit Points** 27 (5d8+5)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 14 (+2) | 13 (+1) | 8 (-1) | 11 (+0) | 9 (-1) |
|
||||
|
||||
**Skills** Stealth +6, Survival +2
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Common, Goblin
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Brute***. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
|
||||
|
||||
***Surprise Attack***. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Morningstar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8+2) piercing damage.
|
||||
|
||||
***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6+2) piercing damage in melee or 5 (1d6+2) piercing damage at range.
|
|
@ -1,29 +0,0 @@
|
|||
## Bulette
|
||||
|
||||
*Large monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 94 (9d10+45)
|
||||
|
||||
**Speed** 40 ft., burrow 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 11 (+0) | 21 (+5) | 2 (-4) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Skills** Perception +6
|
||||
|
||||
**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Standing Leap***. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 30 (4d12+4) piercing damage.
|
||||
|
||||
***Deadly Leap***. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.
|
|
@ -1,23 +0,0 @@
|
|||
### Camel
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 9
|
||||
|
||||
**Hit Points** 15 (2d10+4)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 8 (-1) | 14 (+2) | 2 (-4) | 8 (-1) | 5 (-3) |
|
||||
|
||||
**Senses** passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
|
|
@ -1,27 +0,0 @@
|
|||
### Cat
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 2 (1d4)
|
||||
|
||||
**Speed** 40 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 3 (-4) | 15 (+2) | 10 (+0) | 3 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3, Stealth +4
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Keen Smell***. The cat has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.
|
|
@ -1,33 +0,0 @@
|
|||
## Centaur
|
||||
|
||||
*Large monstrosity, neutral good*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 45 (6d10+12)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 14 (+2) | 14 (+2) | 9 (-1) | 13 (+1) | 11 (+0) |
|
||||
|
||||
**Skills** Athletics +6, Perception +3, Survival +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** Elvish, Sylvan
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Charge***. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.
|
||||
|
||||
***Pike***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 9 (1d10+4) piercing damage.
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage.
|
||||
|
||||
***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage.
|
|
@ -1,45 +0,0 @@
|
|||
### Chain Devil
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
**Armor Class** 16 (natural armor)
|
||||
|
||||
**Hit Points** 85 (10d8+40)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 15 (+2) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) |
|
||||
|
||||
**Saving Throws** Con +7, Wis +4, Cha +5
|
||||
|
||||
**Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 11
|
||||
|
||||
**Languages** Infernal, telepathy 120 ft.
|
||||
|
||||
**Challenge** 8 (3,900 XP)
|
||||
|
||||
***Devil's Sight***. Magical darkness doesn't impede the devil's darkvision.
|
||||
|
||||
***Magic Resistance***. The devil has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The devil makes two attacks with its chains.
|
||||
|
||||
***Chain***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
|
||||
|
||||
***Animate Chains (Recharges after a Short or Long Rest)***. Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.
|
||||
|
||||
Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.
|
||||
|
||||
###### Reactions
|
||||
|
||||
***Unnerving Mask***. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
|
|
@ -1,33 +0,0 @@
|
|||
## Chimera
|
||||
|
||||
*Large monstrosity, chaotic evil*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 114 (12d10+48)
|
||||
|
||||
**Speed** 30 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 11 (+0) | 19 (+4) | 3 (-4) | 14 (+2) | 10 (+0) |
|
||||
|
||||
**Skills** Perception +8
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 18
|
||||
|
||||
**Languages** understands Draconic but can't speak
|
||||
|
||||
**Challenge** 6 (2,300 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage.
|
||||
|
||||
***Horns***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) bludgeoning damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage.
|
||||
|
||||
***Fire Breath (Recharge 5-6)***. The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.
|
|
@ -1,37 +0,0 @@
|
|||
## Chuul
|
||||
|
||||
*Large aberration, chaotic evil*
|
||||
|
||||
**Armor Class** 16 (natural armor)
|
||||
|
||||
**Hit Points** 93 (11d10+33)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 11 (+0) | 5 (-3) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** understands Deep Speech but can't speak
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Amphibious***. The chuul can breathe air and water.
|
||||
|
||||
***Sense Magic***. The chuul senses magic within 120 feet of it at will. This trait otherwise works like the *detect magic* spell but isn't itself magical.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.
|
||||
|
||||
***Pincer***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.
|
||||
|
||||
***Tentacles***. One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
|
@ -1,41 +0,0 @@
|
|||
### Clay Golem
|
||||
|
||||
*Large construct, unaligned*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 133 (14d10+56)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 20 (+5) | 9 (-1) | 18 (+4) | 3 (-4) | 8 (-1) | 1 (-5) |
|
||||
|
||||
**Damage Immunities** acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 9
|
||||
|
||||
**Languages** understands the languages of its creator but can't speak
|
||||
|
||||
**Challenge** 9 (5,000 XP)
|
||||
|
||||
***Acid Absorption***. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
|
||||
|
||||
***Berserk***. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
|
||||
|
||||
***Immutable Form***. The golem is immune to any spell or effect that would alter its form.
|
||||
|
||||
***Magic Resistance***. The golem has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
***Magic Weapons***. The golem's weapon attacks are magical.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The golem makes two slam attacks.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the *greater restoration* spell or other magic.
|
||||
|
||||
***Haste (Recharge 5-6)***. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
|
|
@ -1,43 +0,0 @@
|
|||
## Cloaker
|
||||
|
||||
*Large aberration, chaotic neutral*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 78 (12d10+12)
|
||||
|
||||
**Speed** 10 ft., fly 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 15 (+2) | 12 (+1) | 13 (+1) | 12 (+1) | 14 (+2) |
|
||||
|
||||
**Skills** Stealth +5
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 11
|
||||
|
||||
**Languages** Deep Speech, Undercommon
|
||||
|
||||
**Challenge** 8 (3,900 XP)
|
||||
|
||||
***Damage Transfer***. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
|
||||
|
||||
***False Appearance***. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
|
||||
|
||||
***Light Sensitivity***. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The cloaker makes two attacks: one with its bite and one with its tail.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 10 (2d6+3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 7 (1d8+3) slashing damage.
|
||||
|
||||
***Moan***. Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours
|
||||
|
||||
***Phantasms (Recharges after a Short or Long Rest)***. The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.
|
||||
|
||||
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
|
||||
|
||||
A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
|
|
@ -1,41 +0,0 @@
|
|||
### Cloud Giant
|
||||
|
||||
*Huge giant, neutral good (50%) or neutral evil (50%)*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 200 (16d12+96)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 27 (+8) | 10 (+0) | 22 (+6) | 12 (+1) | 16 (+3) | 16 (+3) |
|
||||
|
||||
**Saving Throws** Con +10, Wis +7, Cha +7
|
||||
|
||||
**Skills** Insight +7, Perception +7
|
||||
|
||||
**Senses** passive Perception 17
|
||||
|
||||
**Languages** Common, Giant
|
||||
|
||||
**Challenge** 9 (5,000 XP)
|
||||
|
||||
***Keen Smell***. The giant has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *detect magic*, *fog cloud*, *light*
|
||||
|
||||
3/day each: *feather fall*, *fly*, *misty step*, *telekinesis*
|
||||
|
||||
1/day each: *control weather*, *gaseous form*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The giant makes two morningstar attacks.
|
||||
|
||||
***Morningstar***. *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 21 (3d8+8) piercing damage.
|
||||
|
||||
***Rock***. *Ranged Weapon Attack:* +12 to hit, range 60/240 ft., one target. *Hit:* 30 (4d10+8) bludgeoning damage.
|
|
@ -1,23 +0,0 @@
|
|||
## Cockatrice
|
||||
|
||||
*Small monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 27 (6d6+6)
|
||||
|
||||
**Speed** 20 ft., fly 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 6 (-2) | 12 (+1) | 12 (+1) | 2 (-4) | 13 (+1) | 5 (-3) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
|
|
@ -1,25 +0,0 @@
|
|||
### Commoner
|
||||
|
||||
*Medium humanoid (any race), any alignment*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 4 (1d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** any one language (usually Common)
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Club***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
|
||||
|
||||
**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
|
|
@ -1,25 +0,0 @@
|
|||
### Constrictor Snake
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 13 (2d10+2)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Senses** blindsight 10 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
***Constrict***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
|
|
@ -1,47 +0,0 @@
|
|||
## Couatl
|
||||
|
||||
*Medium celestial, lawful good*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 97 (13d8+39)
|
||||
|
||||
**Speed** 30 ft., fly 90 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 20 (+5) | 17 (+3) | 18 (+4) | 20 (+5) | 18 (+4) |
|
||||
|
||||
**Saving Throws** Con +5, Wis +7, Cha +6
|
||||
|
||||
**Damage Resistances** radiant
|
||||
|
||||
**Damage Immunities** psychic; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Senses** truesight 120 ft., passive Perception 15
|
||||
|
||||
**Languages** all, telepathy 120 ft.
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Innate Spellcasting***. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal Components
|
||||
|
||||
At will: *detect evil and good*, *detect magic*, *detect thoughts*
|
||||
|
||||
3/day each: *bless*, *create food and water*, *cure wounds*, *lesser restoration*, *protection from poison*, *sanctuary*, *shield*
|
||||
|
||||
1/day each: *dream*, *greater restoration*, *scrying*
|
||||
|
||||
***Magic Weapons***. The couatl's weapon attacks are magical.
|
||||
|
||||
***Shielded Mind***. The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 8 (1d6+5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.
|
||||
|
||||
***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one Medium or smaller creature. *Hit:* 10 (2d6+3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.
|
||||
|
||||
***Change Shape***. The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).
|
||||
|
||||
In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.
|
|
@ -1,27 +0,0 @@
|
|||
### Crab
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 11 (natural armor)
|
||||
|
||||
**Hit Points** 2 (1d4)
|
||||
|
||||
**Speed** 20 ft., swim 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 2 (-4) |
|
||||
|
||||
**Skills** Stealth +2
|
||||
|
||||
**Senses** blindsight 30 ft., passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Amphibious***. The crab can breathe air and water.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage.
|
|
@ -1,27 +0,0 @@
|
|||
### Crocodile
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 19 (3d10+3)
|
||||
|
||||
**Speed** 20 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Skills** Stealth +2
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Hold Breath***. The crocodile can hold its breath for 15 minutes.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
|
|
@ -1,37 +0,0 @@
|
|||
### Cult Fanatic
|
||||
|
||||
*Medium humanoid (any race), any non-good alignment*
|
||||
|
||||
**Armor Class** 13 (leather armor)
|
||||
|
||||
**Hit Points** 33 (6d8 + 6)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) |
|
||||
|
||||
**Skills** Deception +4, Persuasion +4, Religion +2
|
||||
|
||||
**Senses** passive Perception 11
|
||||
|
||||
**Languages** any one language (usually Common)
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Dark Devotion***. The fanatic has advantage on saving throws against being charmed or frightened.
|
||||
|
||||
***Spellcasting***. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:
|
||||
|
||||
Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
|
||||
1st level (4 slots): *command*, *inflict wounds*, *shield of faith*
|
||||
2nd level (3 slots): *hold person*, *spiritual weapon*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The fanatic makes two melee attacks.
|
||||
|
||||
***Dagger***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage.
|
||||
|
||||
**Fanatics** are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.
|
|
@ -1,29 +0,0 @@
|
|||
### Cultist
|
||||
|
||||
*Medium humanoid (any race), any non-good alignment*
|
||||
|
||||
**Armor Class** 12 (leather armor)
|
||||
|
||||
**Hit Points** 9 (2d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Skills** Deception +2, Religion +2
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** any one language (usually Common)
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Dark Devotion***. The cultist has advantage on saving throws against being charmed or frightened.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Scimitar***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) slashing damage.
|
||||
|
||||
**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
|
|
@ -1,11 +0,0 @@
|
|||
### Customizing NPCs
|
||||
|
||||
There are many easy ways to customize the NPCs in this appendix for your home campaign.
|
||||
|
||||
***Racial Traits***. You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn't alter its challenge rating. For more on racial traits, see the *Player's Handbook*.
|
||||
|
||||
***Spell Swaps***. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC's spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn't alter an NPC's challenge rating.
|
||||
|
||||
***Armor and Weapon Swaps***. You can upgrade or downgrade an NPC's armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC's challenge rating.
|
||||
|
||||
***Magic Items***. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.
|
|
@ -1,35 +0,0 @@
|
|||
## Darkmantle
|
||||
|
||||
*Small monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 22 (5d6+5)
|
||||
|
||||
**Speed** 10 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Skills** Stealth +3
|
||||
|
||||
**Senses** blindsight 60 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Echolocation***. The darkmantle can't use its blindsight while deafened.
|
||||
|
||||
***False Appearance***. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Crush***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 6 (1d6+3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.
|
||||
|
||||
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.
|
||||
|
||||
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
|
||||
|
||||
***Darkness Aura (1/Day)***. A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
|
|
@ -1,31 +0,0 @@
|
|||
### Death Dog
|
||||
|
||||
*Medium monstrosity, neutral evil*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 39 (6d8+12)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 14 (+2) | 14 (+2) | 3 (-4) | 13 (+1) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +5, Stealth +4
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 15
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Two-Headed***. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dog makes two bite attacks.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
|
||||
|
||||
A **death dog** is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.
|
|
@ -1,23 +0,0 @@
|
|||
### Deer
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 4 (1d8)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 16 (+3) | 11 (+0) | 2 (-4) | 14 (+2) | 5 (-3) |
|
||||
|
||||
**Senses** passive Perception 12
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.
|
|
@ -1,49 +0,0 @@
|
|||
### Deva (Angel)
|
||||
|
||||
*Medium celestial, lawful good*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 136 (16d8+64)
|
||||
|
||||
**Speed** 30 ft., fly 90 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 20 (+5) | 20 (+5) |
|
||||
|
||||
**Saving Throws** Wis +9, Cha +9
|
||||
|
||||
**Skills** Insight +9, Perception +9
|
||||
|
||||
**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 19
|
||||
|
||||
**Languages** all, telepathy 120 ft.
|
||||
|
||||
**Challenge** 10 (5,900 XP)
|
||||
|
||||
***Angelic Weapons***. The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
|
||||
|
||||
***Innate Spellcasting***. The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal Components
|
||||
|
||||
At will: *detect evil and good*
|
||||
|
||||
1/day each: *commune*, *raise dead*
|
||||
|
||||
***Magic Resistance***. The deva has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The deva makes two melee attacks.
|
||||
|
||||
***Mace***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage plus 18 (4d8) radiant damage.
|
||||
|
||||
***Healing Touch (3/Day)***. The deva touches another creature. The target magically regains 20 (4d8+2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
|
||||
|
||||
***Change Shape***. The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
|
||||
|
||||
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
|
|
@ -1,29 +0,0 @@
|
|||
### Dire Wolf
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 37 (5d10+10)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 15 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3, Stealth +4
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Keen Hearing and Smell***. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
***Pack Tactics***. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
|
|
@ -1,43 +0,0 @@
|
|||
### Djinni (Genie)
|
||||
|
||||
*Large elemental, chaotic good*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 161 (14d10+84)
|
||||
|
||||
**Speed** 30 ft., fly 90 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 21 (+5) | 15 (+2) | 22 (+6) | 15 (+2) | 16 (+3) | 20 (+5) |
|
||||
|
||||
**Saving Throws** Dex +6, Wis +7, Cha +9
|
||||
|
||||
**Damage Immunities** lightning, thunder
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 13
|
||||
|
||||
**Languages** Auran
|
||||
|
||||
**Challenge** 11 (7,200 XP)
|
||||
|
||||
***Elemental Demise***. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.
|
||||
|
||||
***Innate Spellcasting***. The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *detect evil and good*, *detect magic*, *thunderwave*
|
||||
|
||||
3/day each: *create food and water* (can create wine instead of water), *tongues*, *wind walk*
|
||||
|
||||
1/day each: *conjure elemental* (air elemental only), *creation*, *gaseous form*, *invisibility*, *major image*, *plane shift*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The djinni makes three scimitar attacks.
|
||||
|
||||
***Scimitar***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).
|
||||
|
||||
***Create Whirlwind***. A 5-foot radius, 30-foot tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
|
||||
|
||||
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
|
|
@ -1,37 +0,0 @@
|
|||
## Doppelganger
|
||||
|
||||
*Medium monstrosity (shapechanger), neutral*
|
||||
|
||||
**Armor Class** 14
|
||||
|
||||
**Hit Points** 52 (8d8+16)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 18 (+4) | 14 (+2) | 11 (+0) | 12 (+1) | 14 (+2) |
|
||||
|
||||
**Skills** Deception +6, Insight +3
|
||||
|
||||
**Condition Immunities** charmed
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 11
|
||||
|
||||
**Languages** Common
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Shapechanger***. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
|
||||
|
||||
***Ambusher***. The doppelganger has advantage on attack rolls against any creature it has surprised.
|
||||
|
||||
***Surprise Attack***. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The doppelganger makes two melee attacks.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) bludgeoning damage.
|
||||
|
||||
***Read Thoughts***. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
|
|
@ -1,23 +0,0 @@
|
|||
### Draft Horse
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 19 (3d10+3)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4+4) bludgeoning damage.
|
|
@ -1,37 +0,0 @@
|
|||
## Dragon Turtle
|
||||
|
||||
*Gargantuan dragon, neutral*
|
||||
|
||||
**Armor Class** 20 (natural armor)
|
||||
|
||||
**Hit Points** 341 (22d20+110)
|
||||
|
||||
**Speed** 20 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 25 (+7) | 10 (+0) | 20 (+5) | 10 (+0) | 12 (+1) | 12 (+1) |
|
||||
|
||||
**Saving Throws** Dex +6, Con +11, Wis +7
|
||||
|
||||
**Damage Resistances** fire
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 11
|
||||
|
||||
**Languages** Aquan, Draconic
|
||||
|
||||
**Challenge** 17 (18,000 XP)
|
||||
|
||||
***Amphibious***. The dragon turtle can breathe air and water.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8+7) slashing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
|
||||
|
||||
***Steam Breath (Recharge 5-6)***. The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
|
|
@ -1,35 +0,0 @@
|
|||
### Dretch (Demon)
|
||||
|
||||
*Small fiend (demon), chaotic evil*
|
||||
|
||||
**Armor Class** 11 (natural armor)
|
||||
|
||||
**Hit Points** 18 (4d6+4)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 11 (+0) | 12 (+1) | 5 (-3) | 8 (-1) | 3 (-4) |
|
||||
|
||||
**Damage Resistances** cold, fire, lightning
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 9
|
||||
|
||||
**Languages** Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The dretch makes two attacks: one with its bite and one with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) slashing damage.
|
||||
|
||||
***Fetid Cloud (1/Day)***. A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
|
|
@ -1,45 +0,0 @@
|
|||
## Drider
|
||||
|
||||
*Large monstrosity, chaotic evil*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 123 (13d10+52)
|
||||
|
||||
**Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 12 (+1) |
|
||||
|
||||
**Skills** Perception +5, Stealth +9
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 15
|
||||
|
||||
**Languages** Elvish, Undercommon
|
||||
|
||||
**Challenge** 6 (2,300 XP)
|
||||
|
||||
***Fey Ancestry***. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
|
||||
|
||||
***Innate Spellcasting***. The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *dancing lights*
|
||||
|
||||
1/day each: *darkness*, *faerie fire*
|
||||
|
||||
***Spider Climb***. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
***Sunlight Sensitivity***. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
***Web Walker***. The drider ignores movement restrictions caused by webbing.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage.
|
||||
|
||||
***Longsword***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.
|
||||
|
||||
***Longbow***. *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) poison damage.
|
|
@ -1,33 +0,0 @@
|
|||
### Druid
|
||||
|
||||
*Medium humanoid (any race), any alignment*
|
||||
|
||||
**Armor Class** 11 (16 with *barkskin*)
|
||||
|
||||
**Hit Points** 27 (5d8 + 5)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
|
||||
|
||||
**Skills** Medicine +4, Nature +3, Perception +4
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** Druidic plus any two languages
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Spellcasting***. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:
|
||||
|
||||
Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh*
|
||||
1st level (4 slots): *entangle*, *longstrider*, *speak with animals*, *thunderwave*
|
||||
2nd level (3 slots): *animal messenger*, *barkskin*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Quarterstaff***. *Melee Weapon Attack:* +2 to hit (+4 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with *shillelagh*.
|
||||
|
||||
**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance.
|
|
@ -1,45 +0,0 @@
|
|||
## Dryad
|
||||
|
||||
*Medium fey, neutral*
|
||||
|
||||
**Armor Class** 11 (16 with *barkskin*)
|
||||
|
||||
**Hit Points** 22 (5d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 12 (+1) | 11 (+0) | 14 (+2) | 15 (+2) | 18 (+4) |
|
||||
|
||||
**Skills** Perception +4, Stealth +5
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** Elvish, Sylvan
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Innate Spellcasting***. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *druidcraft*
|
||||
|
||||
3/day each: *entangle*, *goodberry*
|
||||
|
||||
1/day each: *barkskin*, *pass without trace*, *shillelagh*
|
||||
|
||||
***Magic Resistance***. The dryad has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
***Speak with Beasts and Plants***. The dryad can communicate with beasts and plants as if they shared a language.
|
||||
|
||||
***Tree Stride***. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Club***. *Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage with *shillelagh*.
|
||||
|
||||
***Fey Charm***. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
|
||||
|
||||
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
|
||||
|
||||
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
|
|
@ -1,35 +0,0 @@
|
|||
## Duergar
|
||||
|
||||
*Medium humanoid (dwarf), lawful evil*
|
||||
|
||||
**Armor Class** 16 (scale mail, shield)
|
||||
|
||||
**Hit Points** 26 (4d8+8)
|
||||
|
||||
**Speed** 25 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 11 (+0) | 14 (+2) | 11 (+0) | 10 (+0) | 9 (-1) |
|
||||
|
||||
**Damage Resistances** poison
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 10
|
||||
|
||||
**Languages** Dwarvish, Undercommon
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Duergar Resilience***. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
|
||||
|
||||
***Sunlight Sensitivity***. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Enlarge (Recharges after a Short or Long Rest)***. For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
|
||||
|
||||
***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage, or 11 (2d8+2) piercing damage while enlarged.
|
||||
|
||||
***Javelin***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 9 (2d6+2) piercing damage while enlarged.
|
||||
|
||||
***Invisibility (Recharges after a Short or Long Rest)***. The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
|
|
@ -1,37 +0,0 @@
|
|||
### Dust Mephit
|
||||
|
||||
*Small elemental, neutral evil*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 17 (5d6)
|
||||
|
||||
**Speed** 30 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 5 (-3) | 14 (+2) | 10 (+0) | 9 (-1) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Skills** Perception +2, Stealth +4
|
||||
|
||||
**Damage Vulnerabilities** Fire
|
||||
|
||||
**Damage Immunities** Poison
|
||||
|
||||
**Condition Immunities** Poisoned
|
||||
|
||||
**Senses** Darkvision 60 ft., passive Perception 12
|
||||
|
||||
**Languages** Auran, Terran
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Death Burst***. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
|
||||
|
||||
***Innate Spellcasting (1/Day)***. The mephit can innately cast *sleep*, requiring no material components. Its innate spellcasting ability is Charisma.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) slashing damage.
|
||||
|
||||
***Blinding Breath (Recharge 6)***. The mephit exhales a 15- foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
|
@ -1,27 +0,0 @@
|
|||
### Eagle
|
||||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 3 (1d6)
|
||||
|
||||
**Speed** 10 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 6 (-2) | 15 (+2) | 10 (+0) | 2 (-4) | 14 (+2) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage.
|
|
@ -1,37 +0,0 @@
|
|||
### Earth Elemental
|
||||
|
||||
*Large elemental, neutral*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 126 (12d10+60)
|
||||
|
||||
**Speed** 30 ft., burrow 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 20 (+5) | 8 (-1) | 20 (+5) | 5 (-3) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Damage Vulnerabilities** thunder
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** exhaustion, paralyzed, petrified, poisoned, unconscious
|
||||
|
||||
**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Terran
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Earth Glide***. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
|
||||
|
||||
***Siege Monster***. The elemental deals double damage to objects and structures.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The elemental makes two slam attacks.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage.
|
|
@ -1,41 +0,0 @@
|
|||
### Efreeti (Genie)
|
||||
|
||||
*Large elemental, lawful evil*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 200 (16d10+112)
|
||||
|
||||
**Speed** 40 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 22 (+6) | 12 (+1) | 24 (+7) | 16 (+3) | 15 (+2) | 16 (+3) |
|
||||
|
||||
**Saving Throws** Int +7, Wis +6, Cha +7
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 12
|
||||
|
||||
**Languages** Ignan
|
||||
|
||||
**Challenge** 11 (7,200 XP)
|
||||
|
||||
***Elemental Demise***. If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the efreeti was wearing or carrying.
|
||||
|
||||
***Innate Spellcasting***. The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *detect magic*
|
||||
|
||||
3/day each: *enlarge/reduce*, *tongues*
|
||||
|
||||
1/day each: *conjure elemental* (fire elemental only), *gaseous form*, *invisibility*, *major image*, *plane shift*, *wall of fire*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The efreeti makes two scimitar attacks or uses its Hurl Flame twice.
|
||||
|
||||
***Scimitar***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6+6) slashing damage plus 7 (2d6) fire damage.
|
||||
|
||||
***Hurl Flame***. *Ranged Spell Attack:* +7 to hit, range 120 ft., one target. *Hit:* 17 (5d6) fire damage.
|
|
@ -1,27 +0,0 @@
|
|||
### Elephant
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 76 (8d12+24)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 22 (+6) | 9 (-1) | 17 (+3) | 3 (-4) | 11 (+0) | 6 (-2) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Trampling Charge***. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) piercing damage.
|
||||
|
||||
***Stomp***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10+6) bludgeoning damage.
|
|
@ -1,37 +0,0 @@
|
|||
## Elf, Drow
|
||||
|
||||
*Medium humanoid (elf), neutral evil*
|
||||
|
||||
**Armor Class** 15 (chain shirt)
|
||||
|
||||
**Hit Points** 13 (3d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 14 (+2) | 10 (+0) | 11 (+0) | 11 (+0) | 12 (+1) |
|
||||
|
||||
**Skills** Perception +2, Stealth +4
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 12
|
||||
|
||||
**Languages** Elvish, Undercommon
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Fey Ancestry***. The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
|
||||
|
||||
***Innate Spellcasting***. The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *dancing lights*
|
||||
|
||||
1/day each: *darkness*, *faerie fire*
|
||||
|
||||
***Sunlight Sensitivity***. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
***Hand Crossbow***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
|
|
@ -1,27 +0,0 @@
|
|||
### Elk
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 13 (2d10+2)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 6 (-2) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Charge***. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage.
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one prone creature. *Hit:* 8 (2d4+3) bludgeoning damage.
|
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Reference in a new issue