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# Local files
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# **/.*
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# **/_*
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# **/_assets
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*.code-workspace
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.DS_Store
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.cache
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3
.vscode/settings.json
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{
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"git.autofetch": true
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}
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01.races.md
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# RACES
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## Racial Traits
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The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races.
|
||||
|
||||
### Ability Score Increase
|
||||
|
||||
Every race increases one or more of a character's ability scores.
|
||||
|
||||
### Age
|
||||
|
||||
The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.
|
||||
|
||||
### Alignment
|
||||
|
||||
Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character.
|
||||
|
||||
### Size
|
||||
|
||||
Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons.
|
||||
|
||||
### Speed
|
||||
|
||||
Your speed determines how far you can move when traveling and fighting.
|
||||
|
||||
### Languages
|
||||
|
||||
By virtue of your race, your character can speak, read, and write certain languages.
|
||||
|
||||
### Subraces
|
||||
|
||||
Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world.
|
||||
|
||||
# Dwarf
|
||||
|
||||
### Dwarf Traits
|
||||
|
||||
Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.
|
||||
|
||||
***Ability Score Increase***. Your Constitution score increases by 2.
|
||||
|
||||
***Age***. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
|
||||
|
||||
***Alignment***. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
|
||||
|
||||
***Size***. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
|
||||
|
||||
***Speed***. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
|
||||
|
||||
***Darkvision***. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||
|
||||
***Dwarven Resilience***. You have advantage on saving throws against poison, and you have resistance against poison damage.
|
||||
|
||||
***Dwarven Combat Training***. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
|
||||
|
||||
***Tool Proficiency***. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
|
||||
|
||||
***Stonecunning***. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
|
||||
|
||||
***Languages***. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
|
||||
|
||||
## Hill Dwarf
|
||||
|
||||
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.
|
||||
|
||||
***Ability Score Increase***. Your Wisdom score increases by 1.
|
||||
|
||||
***Dwarven Toughness***. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
|
||||
|
||||
# Elf
|
||||
|
||||
### Elf Traits
|
||||
|
||||
Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.
|
||||
|
||||
***Ability Score Increase***. Your Dexterity score increases by 2.
|
||||
|
||||
***Age***. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
|
||||
|
||||
***Alignment***. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not.
|
||||
|
||||
***Size***. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
|
||||
|
||||
***Speed***. Your base walking speed is 30 feet.
|
||||
|
||||
***Darkvision***. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||
|
||||
***Keen Senses***. You have proficiency in the Perception skill.
|
||||
|
||||
***Fey Ancestry***. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||
|
||||
***Trance***. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.
|
||||
|
||||
After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
|
||||
|
||||
***Languages***. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
|
||||
|
||||
## High Elf
|
||||
|
||||
As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.
|
||||
|
||||
***Ability Score Increase***. Your Intelligence score increases by 1.
|
||||
|
||||
***Elf Weapon Training***. You have proficiency with the longsword, shortsword, shortbow, and longbow.
|
||||
|
||||
***Cantrip***. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
|
||||
|
||||
***Extra Language***. You can speak, read, and write one extra language of your choice.
|
||||
|
||||
# Halfling
|
||||
|
||||
### Halfling Traits
|
||||
|
||||
Your halfling character has a number of traits in common with all other halflings.
|
||||
|
||||
***Ability Score Increase***. Your Dexterity score increases by 2.
|
||||
|
||||
***Age***. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
|
||||
|
||||
***Alignment***. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
|
||||
|
||||
***Size***. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
|
||||
|
||||
***Speed***. Your base walking speed is 25 feet.
|
||||
|
||||
***Lucky***. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
|
||||
|
||||
***Brave***. You have advantage on saving throws against being frightened.
|
||||
|
||||
***Halfling Nimbleness***. You can move through the space of any creature that is of a size larger than yours.
|
||||
|
||||
***Languages***. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
|
||||
|
||||
## Lightfoot
|
||||
|
||||
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable and get along well with others.
|
||||
|
||||
Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.
|
||||
|
||||
***Ability Score Increase***. Your Charisma score increases by 1.
|
||||
|
||||
***Naturally Stealthy***. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
|
||||
|
||||
# Human
|
||||
|
||||
### Human Traits
|
||||
|
||||
It's hard to make generalizations about humans, but your human character has these traits.
|
||||
|
||||
***Ability Score Increase***. Your ability scores each increase by 1.
|
||||
|
||||
***Age***. Humans reach adulthood in their late teens and live less than a century.
|
||||
|
||||
***Alignment***. Humans tend toward no particular alignment. The best and the worst are found among them.
|
||||
|
||||
***Size***. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
|
||||
|
||||
***Speed***. Your base walking speed is 30 feet.
|
||||
|
||||
***Languages***. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
|
||||
|
||||
# Dragonborn
|
||||
|
||||
### Dragonborn Traits
|
||||
|
||||
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
|
||||
|
||||
***Ability Score Increase***. Your Strength score increases by 2, and your Charisma score increases by 1.
|
||||
|
||||
***Age***. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
|
||||
|
||||
***Alignment***. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.
|
||||
|
||||
***Size***. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
|
||||
|
||||
***Speed***. Your base walking speed is 30 feet.
|
||||
|
||||
**Table- Draconic Ancestry**
|
||||
|
||||
| Dragon | Damage Type | Breath Weapon |
|
||||
|--------|-------------|------------------------------|
|
||||
| Black | Acid | 5 by 30 ft. line (Dex. save) |
|
||||
| Blue | Lightning | 5 by 30 ft. line (Dex. save) |
|
||||
| Brass | Fire | 5 by 30 ft. line (Dex. save) |
|
||||
| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
|
||||
| Copper | Acid | 5 by 30 ft. line (Dex. save) |
|
||||
| Gold | Fire | 15 ft. cone (Dex. save) |
|
||||
| Green | Poison | 15 ft. cone (Con. save) |
|
||||
| Red | Fire | 15 ft. cone (Dex. save) |
|
||||
| Silver | Cold | 15 ft. cone (Con. save) |
|
||||
| White | Cold | 15 ft. cone (Con. save) |
|
||||
| | | |
|
||||
|
||||
***Draconic Ancestry***. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
|
||||
|
||||
***Breath Weapon***. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.
|
||||
|
||||
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
|
||||
|
||||
After you use your breath weapon, you can't use it again until you complete a short or long rest.
|
||||
|
||||
***Damage Resistance***. You have resistance to the damage type associated with your draconic ancestry.
|
||||
|
||||
***Languages***. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.
|
||||
|
||||
# Gnome
|
||||
|
||||
### Gnome Traits
|
||||
|
||||
Your gnome character has certain characteristics in common with all other gnomes.
|
||||
|
||||
***Ability Score Increase***. Your Intelligence score increases by 2.
|
||||
|
||||
***Age***. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
|
||||
|
||||
***Alignment***. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.
|
||||
|
||||
***Size***. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
|
||||
|
||||
***Speed***. Your base walking speed is 25 feet.
|
||||
|
||||
***Darkvision***. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||
|
||||
***Gnome Cunning***. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
|
||||
|
||||
***Languages***. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
|
||||
|
||||
## Rock Gnome
|
||||
|
||||
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.
|
||||
|
||||
***Ability Score Increase***. Your Constitution score increases by 1.
|
||||
|
||||
***Artificer's Lore***. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
|
||||
|
||||
***Tinker***. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
|
||||
|
||||
When you create a device, choose one of the following options:
|
||||
|
||||
***Clockwork Toy***. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
|
||||
|
||||
***Fire Starter***. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
|
||||
|
||||
***Music Box***. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
|
||||
|
||||
# Half-Elf
|
||||
|
||||
### Half-Elf Traits
|
||||
|
||||
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.
|
||||
|
||||
***Ability Score Increase***. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
|
||||
|
||||
***Age***. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
|
||||
|
||||
***Alignment***. Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.
|
||||
|
||||
***Size***. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
|
||||
|
||||
***Speed***. Your base walking speed is 30 feet.
|
||||
|
||||
***Darkvision***. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||
|
||||
***Fey Ancestry***. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
|
||||
|
||||
***Skill Versatility***. You gain proficiency in two skills of your choice.
|
||||
|
||||
***Languages***. You can speak, read, and write Common, Elvish, and one extra language of your choice.
|
||||
|
||||
# Half-Orc
|
||||
|
||||
### Half-Orc Traits
|
||||
|
||||
Your half-orc character has certain traits deriving from your orc ancestry.
|
||||
|
||||
***Ability Score Increase***. Your Strength score increases by 2, and your Constitution score increases by 1.
|
||||
|
||||
***Age***. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
|
||||
|
||||
***Alignment***. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
|
||||
|
||||
***Size***. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
|
||||
|
||||
***Speed***. Your base walking speed is 30 feet.
|
||||
|
||||
***Darkvision***. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||
|
||||
***Menacing***. You gain proficiency in the Intimidation skill.
|
||||
|
||||
***Relentless Endurance***. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
|
||||
|
||||
***Savage Attacks***. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
|
||||
|
||||
***Languages***. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
|
||||
|
||||
# Tiefling
|
||||
|
||||
### Tiefling Traits
|
||||
|
||||
Tieflings share certain racial traits as a result of their infernal descent.
|
||||
|
||||
***Ability Score Increase***. Your Intelligence score increases by 1, and your Charisma score increases by 2.
|
||||
|
||||
***Age***. Tieflings mature at the same rate as humans but live a few years longer.
|
||||
|
||||
***Alignment***. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
|
||||
|
||||
***Size***. Tieflings are about the same size and build as humans. Your size is Medium.
|
||||
|
||||
***Speed***. Your base walking speed is 30 feet.
|
||||
|
||||
***Darkvision***. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
|
||||
|
||||
***Hellish Resistance***. You have resistance to fire damage.
|
||||
|
||||
***Infernal Legacy***. You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
|
||||
|
||||
***Languages***. You can speak, read, and write Common and Infernal.
|
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02.classes.md
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02.classes.md
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735
05.equipment.md
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05.equipment.md
|
@ -1,735 +0,0 @@
|
|||
# EQUIPMENT
|
||||
|
||||
## Coinage
|
||||
|
||||
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
|
||||
|
||||
With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
|
||||
|
||||
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn.
|
||||
|
||||
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
|
||||
|
||||
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
|
||||
|
||||
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
|
||||
|
||||
**Table- Standard Exchange Rates**
|
||||
|
||||
| Coin | CP | SP | EP | GP | PP |
|
||||
|---------------|-------|------|------|-------|---------|
|
||||
| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 |
|
||||
| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 |
|
||||
| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 |
|
||||
| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 |
|
||||
| Platinum (pp) | 1,000 | 100 | 20 | 10 | 1 |
|
||||
| | | | | | |
|
||||
|
||||
## Selling Treasure
|
||||
|
||||
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
|
||||
|
||||
***Arms, Armor, and Other Equipment***. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
|
||||
|
||||
***Magic Items***. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
|
||||
|
||||
***Gems, Jewelry, and Art Objects***. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.
|
||||
|
||||
***Trade Goods***. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency.
|
||||
|
||||
# Armor
|
||||
|
||||
Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
|
||||
|
||||
The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.
|
||||
|
||||
***Armor Proficiency***. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
|
||||
|
||||
***Armor Class (AC)***. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
|
||||
|
||||
***Heavy Armor***. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
|
||||
|
||||
***Stealth***. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
|
||||
|
||||
***Shields***. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
|
||||
|
||||
## Light Armor
|
||||
|
||||
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
|
||||
|
||||
***Padded***. Padded armor consists of quilted layers of cloth and batting.
|
||||
|
||||
***Leather***. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
|
||||
|
||||
***Studded Leather***. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
|
||||
|
||||
## Medium Armor
|
||||
|
||||
Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
|
||||
|
||||
***Hide***. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
|
||||
|
||||
***Chain Shirt***. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
|
||||
|
||||
***Scale Mail***. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
|
||||
|
||||
***Breastplate***. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
|
||||
|
||||
***Half Plate***. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
|
||||
|
||||
## Heavy Armor
|
||||
|
||||
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
|
||||
|
||||
Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.
|
||||
|
||||
***Ring Mail***. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
|
||||
|
||||
***Chain Mail***. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
|
||||
|
||||
***Splint***. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
|
||||
|
||||
***Plate***. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
|
||||
|
||||
**Table- Armor**
|
||||
|
||||
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|
||||
|------------------|----------|---------------------------|----------|--------------|--------|
|
||||
| **Light Armor** | | | | | |
|
||||
| Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. |
|
||||
| Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. |
|
||||
| Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. |
|
||||
| **Medium Armor** | | | | | |
|
||||
| Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. |
|
||||
| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. |
|
||||
| Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. |
|
||||
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. |
|
||||
| Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. |
|
||||
| **Heavy Armor** | | | | | |
|
||||
| Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb. |
|
||||
| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. |
|
||||
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
|
||||
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
|
||||
| Shield | | | | | |
|
||||
| Shield | 10 gp | +2 | - | - | 6 lb. |
|
||||
| | | | | | |
|
||||
|
||||
## Getting Into and Out of Armor
|
||||
|
||||
The time it takes to don or doff armor depends on the armor's category.
|
||||
|
||||
***Don***. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.
|
||||
|
||||
***Doff***. This is the time it takes to take off armor. If you have help, reduce this time by half.
|
||||
|
||||
**Table- Donning and Doffing Armor**
|
||||
|
||||
| Category | Don | Doff |
|
||||
|--------------|------------|-----------|
|
||||
| Light Armor | 1 minute | 1 minute |
|
||||
| Medium Armor | 5 minutes | 1 minute |
|
||||
| Heavy Armor | 10 minutes | 5 minutes |
|
||||
| Shield | 1 action | 1 action |
|
||||
| | | |
|
||||
|
||||
# Weapons
|
||||
|
||||
Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
|
||||
|
||||
The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance.
|
||||
|
||||
## Weapon Proficiency
|
||||
|
||||
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
|
||||
|
||||
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
|
||||
|
||||
## Weapon Properties
|
||||
|
||||
Many weapons have special properties related to their use, as shown in the Weapons table.
|
||||
|
||||
***Ammunition***. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
|
||||
|
||||
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.
|
||||
|
||||
***Finesse***. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
|
||||
|
||||
***Heavy***. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
|
||||
|
||||
***Light***. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
|
||||
|
||||
***Loading***. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
|
||||
|
||||
***Range***. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
|
||||
|
||||
***Reach***. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
|
||||
|
||||
***Special***. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).
|
||||
|
||||
***Thrown***. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
|
||||
|
||||
***Two-Handed***. This weapon requires two hands when you attack with it.
|
||||
|
||||
***Versatile***. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
|
||||
|
||||
### Improvised Weapons
|
||||
|
||||
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
|
||||
|
||||
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
|
||||
|
||||
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
|
||||
|
||||
#### Silvered Weapons
|
||||
|
||||
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
|
||||
|
||||
#### Special Weapons
|
||||
|
||||
Weapons with special rules are described here.
|
||||
|
||||
***Lance***. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
|
||||
|
||||
***Net***. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
|
||||
|
||||
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
|
||||
|
||||
**Table- Weapons**
|
||||
|
||||
| Name | Cost | Damage | Weight | Properties |
|
||||
|----------------------------|-------|-----------------|---------|--------------------------------------------------------|
|
||||
| **Simple Melee Weapons** | | | | |
|
||||
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
|
||||
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
|
||||
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
|
||||
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
|
||||
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
|
||||
| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
|
||||
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - |
|
||||
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
|
||||
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
|
||||
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
|
||||
| **Simple Ranged Weapons** | | | | |
|
||||
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
|
||||
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
|
||||
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
|
||||
| Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) |
|
||||
| **Martial Melee Weapons** | | | | |
|
||||
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
|
||||
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - |
|
||||
| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
|
||||
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
|
||||
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
|
||||
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
|
||||
| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |
|
||||
| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
|
||||
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
|
||||
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | - |
|
||||
| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
|
||||
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |
|
||||
| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |
|
||||
| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |
|
||||
| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |
|
||||
| War pick | 5 gp | 1d8 piercing | 2 lb. | - |
|
||||
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
|
||||
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
|
||||
| **Martial Ranged Weapons** | | | | |
|
||||
| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
|
||||
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
|
||||
| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
|
||||
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
|
||||
| Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) |
|
||||
| | | | | |
|
||||
|
||||
# Adventuring Gear
|
||||
|
||||
This section describes items that have special rules or require further explanation.
|
||||
|
||||
***Acid***. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
|
||||
|
||||
***Alchemist's Fire***. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
|
||||
|
||||
***Antitoxin***. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
|
||||
|
||||
***Arcane Focus***. An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item- designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
|
||||
|
||||
***Ball Bearings***. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.
|
||||
|
||||
***Block and Tackle***. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
|
||||
|
||||
***Book***. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).
|
||||
|
||||
***Caltrops***. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
|
||||
|
||||
***Candle***. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
|
||||
|
||||
***Case, Crossbow Bolt***. This wooden case can hold up to twenty crossbow bolts.
|
||||
|
||||
***Case, Map or Scroll***. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
|
||||
|
||||
***Chain***. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
|
||||
|
||||
***Climber's Kit***. A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.
|
||||
|
||||
***Component Pouch***. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
|
||||
|
||||
***Crowbar***. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
|
||||
|
||||
***Druidic Focus***. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
|
||||
|
||||
***Fishing Tackle***. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
|
||||
|
||||
***Holy Symbol***. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
|
||||
|
||||
***Holy Water***. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
|
||||
|
||||
***Hunting Trap***. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
|
||||
|
||||
***Lamp***. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
|
||||
|
||||
***Lock***. A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.
|
||||
|
||||
***Magnifying Glass***. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
|
||||
|
||||
***Manacles***. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
|
||||
|
||||
***Mess Kit***. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
|
||||
|
||||
***Oil***. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
|
||||
|
||||
***Poison, Basic***. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
|
||||
|
||||
***Potion of Healing***. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
|
||||
|
||||
***Pouch***. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
|
||||
|
||||
***Rations***. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
|
||||
|
||||
***Rope***. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
|
||||
|
||||
***Scale, Merchant's***. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
|
||||
|
||||
***Spellbook***. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
|
||||
|
||||
***Spyglass***. Objects viewed through a spyglass are magnified to twice their size.
|
||||
|
||||
***Tent***. A simple and portable canvas shelter, a tent sleeps two.
|
||||
|
||||
***Tinderbox***. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute.
|
||||
|
||||
***Torch***. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
|
||||
|
||||
**Equipment Packs**
|
||||
|
||||
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
|
||||
|
||||
***Burglar's Pack (16 gp)***. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
|
||||
|
||||
***Diplomat's Pack (39 gp)***. Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
|
||||
|
||||
***Dungeoneer's Pack (12 gp)***. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
|
||||
|
||||
***Entertainer's Pack (40 gp)***. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
|
||||
|
||||
***Explorer's Pack (10 gp)***. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
|
||||
|
||||
***Priest's Pack (19 gp)***. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
|
||||
|
||||
***Scholar's Pack (40 gp)***. Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
|
||||
|
||||
**Table- Adventuring Gear**
|
||||
|
||||
| Item | Cost | Weight |
|
||||
|------------------------------|----------|--------------|
|
||||
| Abacus | 2 gp | 2 lb. |
|
||||
| Acid (vial) | 25 gp | 1 lb. |
|
||||
| Alchemist's fire (flask) | 50 gp | 1 lb. |
|
||||
| *Ammunition* | | |
|
||||
| ~ Arrows (20) | 1 gp | 1 lb. |
|
||||
| ~ Blowgun needles (50) | 1 gp | 1 lb. |
|
||||
| ~ Crossbow bolts (20) | 1 gp | 1½ lb. |
|
||||
| ~ Sling bullets (20) | 4 cp | 1½ lb. |
|
||||
| Antitoxin (vial) | 50 gp | - |
|
||||
| *Arcane focus* | | |
|
||||
| ~ Crystal | 10 gp | 1 lb. |
|
||||
| ~ Orb | 20 gp | 3 lb. |
|
||||
| ~ Rod | 10 gp | 2 lb. |
|
||||
| ~ Staff | 5 gp | 4 lb. |
|
||||
| ~ Wand | 10 gp | 1 lb. |
|
||||
| Backpack | 2 gp | 5 lb. |
|
||||
| Ball bearings (bag of 1,000) | 1 gp | 2 lb. |
|
||||
| Barrel | 2 gp | 70 lb. |
|
||||
| Basket | 4 sp | 2 lb. |
|
||||
| Bedroll | 1 gp | 7 lb. |
|
||||
| Bell | 1 gp | - |
|
||||
| Blanket | 5 sp | 3 lb. |
|
||||
| Block and tackle | 1 gp | 5 lb. |
|
||||
| Book | 25 gp | 5 lb. |
|
||||
| Bottle, glass | 2 gp | 2 lb. |
|
||||
| Bucket | 5 cp | 2 lb. |
|
||||
| Caltrops (bag of 20) | 1 gp | 2 lb. |
|
||||
| Candle | 1 cp | - |
|
||||
| Case, crossbow bolt | 1 gp | 1 lb. |
|
||||
| Case, map or scroll | 1 gp | 1 lb. |
|
||||
| Chain (10 feet) | 5 gp | 10 lb. |
|
||||
| Chalk (1 piece) | 1 cp | - |
|
||||
| Chest | 5 gp | 25 lb. |
|
||||
| Climber's kit | 25 gp | 12 lb. |
|
||||
| Clothes, common | 5 sp | 3 lb. |
|
||||
| Clothes, costume | 5 gp | 4 lb. |
|
||||
| Clothes, fine | 15 gp | 6 lb. |
|
||||
| Clothes, traveler's | 2 gp | 4 lb. |
|
||||
| Component pouch | 25 gp | 2 lb. |
|
||||
| Crowbar | 2 gp | 5 lb. |
|
||||
| *Druidic focus* | | |
|
||||
| ~ Sprig of mistletoe | 1 gp | - |
|
||||
| ~ Totem | 1 gp | - |
|
||||
| ~ Wooden staff | 5 gp | 4 lb. |
|
||||
| ~ Yew wand | 10 gp | 1 lb. |
|
||||
| Fishing tackle | 1 gp | 4 lb. |
|
||||
| Flask or tankard | 2 cp | 1 lb. |
|
||||
| Grappling hook | 2 gp | 4 lb. |
|
||||
| Hammer | 1 gp | 3 lb. |
|
||||
| Hammer, sledge | 2 gp | 10 lb. |
|
||||
| Healer's kit | 5 gp | 3 lb. |
|
||||
| *Holy symbol* | | |
|
||||
| ~ Amulet | 5 gp | 1 lb. |
|
||||
| ~ Emblem | 5 gp | - |
|
||||
| ~ Reliquary | 5 gp | 2 lb. |
|
||||
| Holy water (flask) | 25 gp | 1 lb. |
|
||||
| Hourglass | 25 gp | 1 lb. |
|
||||
| Hunting trap | 5 gp | 25 lb. |
|
||||
| Ink (1 ounce bottle) | 10 gp | - |
|
||||
| Ink pen | 2 cp | - |
|
||||
| Jug or pitcher | 2 cp | 4 lb. |
|
||||
| Ladder (10-foot) | 1 sp | 25 lb. |
|
||||
| Lamp | 5 sp | 1 lb. |
|
||||
| Lantern, bullseye | 10 gp | 2 lb. |
|
||||
| Lantern, hooded | 5 gp | 2 lb. |
|
||||
| Lock | 10 gp | 1 lb. |
|
||||
| Magnifying glass | 100 gp | - |
|
||||
| Manacles | 2 gp | 6 lb. |
|
||||
| Mess kit | 2 sp | 1 lb. |
|
||||
| Mirror, steel | 5 gp | 1/2 lb. |
|
||||
| Oil (flask) | 1 sp | 1 lb. |
|
||||
| Paper (one sheet) | 2 sp | - |
|
||||
| Parchment (one sheet) | 1 sp | - |
|
||||
| Perfume (vial) | 5 gp | - |
|
||||
| Pick, miner's | 2 gp | 10 lb. |
|
||||
| Piton | 5 cp | 1/4 lb. |
|
||||
| Poison, basic (vial) | 100 gp | - |
|
||||
| Pole (10-foot) | 5 cp | 7 lb. |
|
||||
| Pot, iron | 2 gp | 10 lb. |
|
||||
| Potion of healing 5 | 0 gp | 1/2 lb. |
|
||||
| Pouch | 5 sp | 1 lb. |
|
||||
| Quiver | 1 gp | 1 lb. |
|
||||
| Ram, portable | 4 gp | 35 lb. |
|
||||
| Rations (1 day) | 5 sp | 2 lb. |
|
||||
| Robes | 1 gp | 4 lb. |
|
||||
| Rope, hempen (50 feet) | 1 gp | 10 lb. |
|
||||
| Rope, silk (50 feet) | 10 gp | 5 lb. |
|
||||
| Sack | 1 cp | 1/2 lb. |
|
||||
| Scale, merchant's | 5 gp | 3 lb. |
|
||||
| Sealing wax | 5 sp | - |
|
||||
| Shovel | 2 gp | 5 lb. |
|
||||
| Signal whistle | 5 cp | - |
|
||||
| Signet ring | 5 gp | - |
|
||||
| Soap | 2 cp | - |
|
||||
| Spellbook | 50 gp | 3 lb. |
|
||||
| Spikes, iron (10) | 1 gp | 5 lb. |
|
||||
| Spyglass | 1,000 gp | 1 lb. |
|
||||
| Tent, two-person | 2 gp | 20 lb. |
|
||||
| Tinderbox | 5 sp | 1 lb. |
|
||||
| Torch | 1 cp | 1 lb. |
|
||||
| Vial | 1 gp | - |
|
||||
| Waterskin | 2 sp | 5 lb. (full) |
|
||||
| Whetstone | 1 cp | 1 lb. |
|
||||
| | | |
|
||||
|
||||
**Table- Container Capacity**
|
||||
|
||||
| Container | Capacity |
|
||||
|------------------|----------------------------------------|
|
||||
| Backpack* | 1 cubic foot/30 pounds of gear |
|
||||
| Barrel | 40 gallons liquid, 4 cubic feet solid |
|
||||
| Basket | 2 cubic feet/40 pounds of gear |
|
||||
| Bottle | 1½ pints liquid |
|
||||
| Bucket | 3 gallons liquid, 1/2 cubic foot solid |
|
||||
| Chest | 12 cubic feet/300 pounds of gear |
|
||||
| Flask or tankard | 1 pint liquid |
|
||||
| Jug or pitcher | 1 gallon liquid |
|
||||
| Pot, iron | 1 gallon liquid |
|
||||
| Pouch | 1/5 cubic foot/6 pounds of gear |
|
||||
| Sack | 1 cubic foot/30 pounds of gear |
|
||||
| Vial | 4 ounces liquid |
|
||||
| Waterskin | 4 pints liquid |
|
||||
| | |
|
||||
|
||||
\* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
|
||||
|
||||
# Tools
|
||||
|
||||
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.
|
||||
|
||||
**Table- Tools**
|
||||
|
||||
| Item | Cost | Weight |
|
||||
|---------------------------|-------|--------|
|
||||
| *Artisan's tools* | | |
|
||||
| ~ Alchemist's supplies | 50 gp | 8 lb. |
|
||||
| ~ Brewer's supplies | 20 gp | 9 lb. |
|
||||
| ~ Calligrapher's supplies | 10 gp | 5 lb. |
|
||||
| ~ Carpenter's tools | 8 gp | 6 lb. |
|
||||
| ~ Cartographer's tools | 15 gp | 6 lb. |
|
||||
| ~ Cobbler's tools | 5 gp | 5 lb. |
|
||||
| ~ Cook's utensils | 1 gp | 8 lb. |
|
||||
| ~ Glassblower's tools | 30 gp | 5 lb. |
|
||||
| ~ Jeweler's tools | 25 gp | 2 lb. |
|
||||
| ~ Leatherworker's tools | 5 gp | 5 lb. |
|
||||
| ~ Mason's tools | 10 gp | 8 lb. |
|
||||
| ~ Painter's supplies | 10 gp | 5 lb. |
|
||||
| ~ Potter's tools | 10 gp | 3 lb. |
|
||||
| ~ Smith's tools | 20 gp | 8 lb. |
|
||||
| ~ Tinker's tools | 50 gp | 10 lb. |
|
||||
| ~ Weaver's tools | 1 gp | 5 lb. |
|
||||
| ~ Woodcarver's tools | 1 gp | 5 lb. |
|
||||
| Disguise kit | 25 gp | 3 lb. |
|
||||
| Forgery kit | 15 gp | 5 lb. |
|
||||
| *Gaming set* | | |
|
||||
| ~ Dice set | 1 sp | - |
|
||||
| ~ Playing card set | 5 sp | - |
|
||||
| ~ Herbalism kit | 5 gp | 3 lb. |
|
||||
| *Musical instrument* | | |
|
||||
| ~ Bagpipes | 30 gp | 6 lb. |
|
||||
| ~ Drum | 6 gp | 3 lb. |
|
||||
| ~ Dulcimer | 25 gp | 10 lb. |
|
||||
| ~ Flute | 2 gp | 1 lb. |
|
||||
| ~ Lute | 35 gp | 2 lb. |
|
||||
| ~ Lyre | 30 gp | 2 lb. |
|
||||
| ~ Horn | 3 gp | 2 lb. |
|
||||
| ~ Pan flute | 12 gp | 2 lb. |
|
||||
| ~ Shawm | 2 gp | 1 lb. |
|
||||
| ~ Viol | 30 gp | 1 lb. |
|
||||
| Navigator's tools | 25 gp | 2 lb. |
|
||||
| Poisoner's kit | 50 gp | 2 lb. |
|
||||
| Thieves' tools | 25 gp | 1 lb. |
|
||||
| Vehicles (land or water) | * | * |
|
||||
| | | |
|
||||
|
||||
\* See the "Mounts and Vehicles" section.
|
||||
|
||||
***Artisan's Tools***. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
|
||||
|
||||
***Disguise Kit***. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
|
||||
|
||||
***Forgery Kit***. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
|
||||
|
||||
***Gaming Set***. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
|
||||
|
||||
***Herbalism Kit***. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
|
||||
|
||||
***Musical Instrument***. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
|
||||
|
||||
***Navigator's Tools***. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
|
||||
|
||||
***Poisoner's Kit***. A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
|
||||
|
||||
***Thieves' Tools***. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
|
||||
|
||||
# Mounts and Vehicles
|
||||
|
||||
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.
|
||||
|
||||
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
|
||||
|
||||
Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.
|
||||
|
||||
***Barding***. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
|
||||
|
||||
***Saddles***. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.
|
||||
|
||||
***Vehicle Proficiency***. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
|
||||
|
||||
***Rowed Vessels***. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
|
||||
|
||||
**Table- Mounts and Other Animals**
|
||||
|
||||
| Item | Cost | Speed | Carrying Capacity |
|
||||
|----------------|--------|--------|-------------------|
|
||||
| Camel | 50 gp | 50 ft. | 480 lb. |
|
||||
| Donkey or mule | 8 gp | 40 ft. | 420 lb. |
|
||||
| Elephant | 200 gp | 40 ft. | 1,320 lb. |
|
||||
| Horse, draft | 50 gp | 40 ft. | 540 lb. |
|
||||
| Horse, riding | 75 gp | 60 ft. | 480 lb. |
|
||||
| Mastiff | 25 gp | 40 ft. | 195 lb. |
|
||||
| Pony | 30 gp | 40 ft. | 225 lb. |
|
||||
| Warhorse | 400 gp | 60 ft. | 540 lb. |
|
||||
| | | | |
|
||||
|
||||
**Table- Tack, Harness, and Drawn Vehicles**
|
||||
|
||||
| Item | Cost | Weight |
|
||||
|--------------------|--------|---------|
|
||||
| Barding | ×4 | ×2 |
|
||||
| Bit and bridle | 2 gp | 1 lb. |
|
||||
| Carriage | 100 gp | 600 lb. |
|
||||
| Cart | 15 gp | 200 lb. |
|
||||
| Chariot | 250 gp | 100 lb. |
|
||||
| Feed (per day) | 5 cp | 10 lb. |
|
||||
| *Saddle* | | |
|
||||
| ~ Exotic | 60 gp | 40 lb. |
|
||||
| ~ Military | 20 gp | 30 lb. |
|
||||
| ~ Pack | 5 gp | 15 lb. |
|
||||
| ~ Riding | 10 gp | 25 lb. |
|
||||
| Saddlebags | 4 gp | 8 lb. |
|
||||
| Sled | 20 gp | 300 lb. |
|
||||
| Stabling (per day) | 5 sp | - |
|
||||
| Wagon | 35 gp | 400 lb. |
|
||||
| | | |
|
||||
|
||||
**Table- Waterborne Vehicles**
|
||||
|
||||
| Item | Cost | Speed |
|
||||
|--------------|-----------|--------|
|
||||
| Galley | 30,000 gp | 4 mph |
|
||||
| Keelboat | 3,000 gp | 1 mph |
|
||||
| Longship | 10,000 gp | 3 mph |
|
||||
| Rowboat | 50 gp | 1½ mph |
|
||||
| Sailing ship | 10,000 gp | 2 mph |
|
||||
| Warship | 25,000 gp | 2½ mph |
|
||||
| | | |
|
||||
|
||||
# Trade Goods
|
||||
|
||||
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).
|
||||
|
||||
Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.
|
||||
|
||||
**Table- Cost of Trade Goods**
|
||||
|
||||
| Cost | Goods |
|
||||
|--------|----------------------------------------------|
|
||||
| 1 cp | 1 lb. of wheat |
|
||||
| 2 cp | 1 lb. of flour or one chicken |
|
||||
| 5 cp | 1 lb. of salt |
|
||||
| 1 sp | 1 lb. of iron or 1 sq. yd. of canvas |
|
||||
| 5 sp | 1 lb. of copper or 1 sq. yd. of cotton cloth |
|
||||
| 1 gp | 1 lb. of ginger or one goat |
|
||||
| 2 gp | 1 lb. of cinnamon or pepper, or one sheep |
|
||||
| 3 gp | 1 lb. of cloves or one pig |
|
||||
| 5 gp | 1 lb. of silver or 1 sq. yd. of linen |
|
||||
| 10 gp | 1 sq. yd. of silk or one cow |
|
||||
| 15 gp | 1 lb. of saffron or one ox |
|
||||
| 50 gp | 1 lb. of gold |
|
||||
| 500 gp | 1 lb. of platinum |
|
||||
| | |
|
||||
|
||||
# Expenses
|
||||
|
||||
When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.
|
||||
|
||||
## Lifestyle Expenses
|
||||
|
||||
Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
|
||||
|
||||
At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
|
||||
|
||||
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.
|
||||
|
||||
**Table- Lifestyle Expenses**
|
||||
|
||||
| Lifestyle | Price/Day |
|
||||
|--------------|---------------|
|
||||
| Wretched | - |
|
||||
| Squalid | 1 sp |
|
||||
| Poor | 2 sp |
|
||||
| Modest | 1 gp |
|
||||
| Comfortable | 2 gp |
|
||||
| Wealthy | 4 gp |
|
||||
| Aristocratic | 10 gp minimum |
|
||||
| | |
|
||||
|
||||
***Wretched***. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.
|
||||
|
||||
***Squalid***. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.
|
||||
|
||||
***Poor***. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
|
||||
|
||||
***Modest***. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.
|
||||
|
||||
***Comfortable***. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.
|
||||
|
||||
***Wealthy***. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.
|
||||
|
||||
***Aristocratic***. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.
|
||||
|
||||
## Food, Drink, and Lodging
|
||||
|
||||
The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.
|
||||
|
||||
**Table- Food, Drink, and Lodging**
|
||||
|
||||
| Item | Cost |
|
||||
|------------------------|-------|
|
||||
| *Ale* | |
|
||||
| ~ Gallon | 2 sp |
|
||||
| ~ Mug | 4 cp |
|
||||
| ~ Banquet (per person) | 10 gp |
|
||||
| ~ Bread, loaf | 2 cp |
|
||||
| ~ Cheese, hunk | 1 sp |
|
||||
| *Inn stay (per day)* | |
|
||||
| ~ Squalid | 7 cp |
|
||||
| ~ Poor | 1 sp |
|
||||
| ~ Modest | 5 sp |
|
||||
| ~ Comfortable | 8 sp |
|
||||
| ~ Wealthy | 2 gp |
|
||||
| ~ Aristocratic | 4 gp |
|
||||
| *Meals (per day)* | |
|
||||
| ~ Squalid | 3 cp |
|
||||
| ~ Poor | 6 cp |
|
||||
| ~ Modest | 3 sp |
|
||||
| ~ Comfortable | 5 sp |
|
||||
| ~ Wealthy | 8 sp |
|
||||
| ~ Aristocratic | 2 gp |
|
||||
| ~ Meat, chunk | 3 sp |
|
||||
| *Wine* | |
|
||||
| ~ Common (pitcher) | 2 sp |
|
||||
| ~ Fine (bottle) | 10 gp |
|
||||
| | |
|
||||
|
||||
> **Self-Sufficiency**
|
||||
>
|
||||
>The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
|
||||
>
|
||||
>Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.
|
||||
|
||||
## Services
|
||||
|
||||
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
|
||||
|
||||
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
|
||||
|
||||
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
|
||||
|
||||
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.
|
||||
|
||||
**Table- Services**
|
||||
|
||||
| Service Pay | Pay |
|
||||
|-------------------|---------------|
|
||||
| *Coach cab* | |
|
||||
| ~ Between towns | 3 cp per mile |
|
||||
| ~ Within a city | 1 cp |
|
||||
| *Hireling* | |
|
||||
| ~ Skilled | 2 gp per day |
|
||||
| ~ Untrained | 2 sp per day |
|
||||
| Messenger | 2 cp per mile |
|
||||
| Road or gate toll | 1 cp |
|
||||
| Ship's passage | 1 sp per mile |
|
||||
| | |
|
||||
|
||||
## Spellcasting Services
|
||||
|
||||
People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.
|
||||
|
||||
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
|
7074
10.spells.md
7074
10.spells.md
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Load diff
|
@ -1,699 +0,0 @@
|
|||
# GAMEMASTERING
|
||||
|
||||
# Conditions
|
||||
|
||||
Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.
|
||||
|
||||
A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.
|
||||
|
||||
If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.
|
||||
|
||||
The following definitions specify what happens to a creature while it is subjected to a condition.
|
||||
|
||||
## Blinded
|
||||
|
||||
- A blinded creature can't see and automatically fails any ability check that requires sight.
|
||||
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
|
||||
|
||||
## Charmed
|
||||
|
||||
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
|
||||
- The charmer has advantage on any ability check to interact socially with the creature.
|
||||
|
||||
## Deafened
|
||||
|
||||
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
|
||||
|
||||
## Exhaustion
|
||||
|
||||
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
|
||||
|
||||
**Table- Exhaustion Effects**
|
||||
|
||||
| Level | Effect |
|
||||
|-------|------------------------------------------------|
|
||||
| 1 | Disadvantage on ability checks |
|
||||
| 2 | Speed halved |
|
||||
| 3 | Disadvantage on attack rolls and saving throws |
|
||||
| 4 | Hit point maximum halved |
|
||||
| 5 | Speed reduced to 0 |
|
||||
| 6 | Death |
|
||||
| | |
|
||||
|
||||
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
|
||||
|
||||
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
|
||||
|
||||
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
|
||||
|
||||
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.
|
||||
|
||||
## Frightened
|
||||
|
||||
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
|
||||
- The creature can't willingly move closer to the source of its fear.
|
||||
|
||||
## Grappled
|
||||
|
||||
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
|
||||
- The condition ends if the grappler is incapacitated (see the condition).
|
||||
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the *thunder-wave* spell.
|
||||
|
||||
## Incapacitated
|
||||
|
||||
- An incapacitated creature can't take actions or reactions.
|
||||
|
||||
## Invisible
|
||||
|
||||
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
|
||||
|
||||
- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
|
||||
|
||||
## Paralyzed
|
||||
|
||||
- A paralyzed creature is incapacitated (see the condition) and can't move or speak.
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- Attack rolls against the creature have advantage.
|
||||
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
|
||||
|
||||
## Petrified
|
||||
|
||||
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
|
||||
- The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
|
||||
- Attack rolls against the creature have advantage.
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- The creature has resistance to all damage.
|
||||
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
|
||||
|
||||
## Poisoned
|
||||
|
||||
- A poisoned creature has disadvantage on attack rolls and ability checks.
|
||||
|
||||
## Prone
|
||||
|
||||
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
|
||||
- The creature has disadvantage on attack rolls.
|
||||
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
|
||||
|
||||
## Restrained
|
||||
|
||||
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
|
||||
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
|
||||
- The creature has disadvantage on Dexterity saving throws.
|
||||
|
||||
## Stunned
|
||||
|
||||
- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- Attack rolls against the creature have advantage.
|
||||
|
||||
## Unconscious
|
||||
|
||||
- An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings
|
||||
- The creature drops whatever it's holding and falls prone.
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- Attack rolls against the creature have advantage.
|
||||
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
|
||||
|
||||
# Pantheons
|
||||
|
||||
The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.
|
||||
|
||||
## The Celtic Pantheon
|
||||
|
||||
It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.
|
||||
|
||||
The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.
|
||||
|
||||
**Table- Celtic Deities**
|
||||
|
||||
| Deity | Alignment | Suggested Domains | Symbol |
|
||||
|---------------------------------------------------|-----------|-------------------|------------------------------------|
|
||||
| The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield |
|
||||
| Arawn, god of life and death | NE | Life, Death | Black star on gray background |
|
||||
| Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones |
|
||||
| Brigantia, goddess of rivers and livestock | NG | Life | Footbridge |
|
||||
| Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches |
|
||||
| Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak |
|
||||
| Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword |
|
||||
| Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands |
|
||||
| Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green |
|
||||
| Math Mathonwy, god of magic | NE | Knowledge | Staff |
|
||||
| Morrigan, goddess of battle | CE | War | Two crossed spears |
|
||||
| Nuada, god of war and warriors | N | War | Silver hand on black background |
|
||||
| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |
|
||||
| Silvanus, god of nature and forests | N | Nature | Summer oak tree |
|
||||
| | | | |
|
||||
|
||||
## The Greek Pantheon
|
||||
|
||||
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too.
|
||||
|
||||
**Table- Greek Deities**
|
||||
|
||||
| Deity | Alignment | Suggested Domains | Symbol |
|
||||
|--------------------------------------------|-----------|------------------------|---------------------------------------|
|
||||
| Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts |
|
||||
| Aphrodite, goddess of love and beauty | CG | Light | Sea shell |
|
||||
| Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre |
|
||||
| Ares, god of war and strife | CE | War | Spear |
|
||||
| Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk |
|
||||
| Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl |
|
||||
| Demeter, goddess of agriculture | NG | Life | Mare's head |
|
||||
| Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) |
|
||||
| Hades, god of the underworld | LE | Death | Black ram |
|
||||
| Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon |
|
||||
| Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil |
|
||||
| Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers |
|
||||
| Hercules, god of strength and adventure | CG | Tempest, War | Lion's head |
|
||||
| Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) |
|
||||
| Hestia, goddess of home and family | NG | Life | Hearth |
|
||||
| Nike, goddess of victory | LN | War | Winged woman |
|
||||
| Pan, god of nature | CN | Nature | Syrinx (pan pipes) |
|
||||
| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |
|
||||
| Tyche, goddess of good fortune | N | Trickery | Red pentagram |
|
||||
| | | | |
|
||||
|
||||
## The Egyptian Pantheon
|
||||
|
||||
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
|
||||
|
||||
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
|
||||
|
||||
**Table- Egyptian Deities**
|
||||
|
||||
| Deity | Alignment | Suggested Domains | Symbol |
|
||||
|------------------------------------------------|-----------|--------------------------|--------------------------------------|
|
||||
| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |
|
||||
| Anubis, god of judgment and death | LN | Death | Black jackal |
|
||||
| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |
|
||||
| Bast, goddess of cats and vengeance | CG | War | Cat |
|
||||
| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |
|
||||
| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |
|
||||
| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |
|
||||
| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |
|
||||
| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |
|
||||
| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |
|
||||
| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |
|
||||
| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |
|
||||
| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |
|
||||
| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |
|
||||
| | | | |
|
||||
|
||||
## The Norse Pantheon
|
||||
|
||||
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
|
||||
|
||||
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
|
||||
|
||||
**Table- Norse Deities**
|
||||
|
||||
| Deity | Alignment | Suggested Domains | Symbol |
|
||||
|-------------------------------------------|-----------|-------------------|-----------------------------------|
|
||||
| Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye |
|
||||
| Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves |
|
||||
| Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice |
|
||||
| Forseti, god of justice and law | N | Light | Head of a bearded man |
|
||||
| Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword |
|
||||
| Freya, goddess of fertility and love | NG | Life | Falcon |
|
||||
| Frigga, goddess of birth and fertility | N | Life, Light | Cat |
|
||||
| Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn |
|
||||
| Hel, goddess of the underworld | NE | Death | Woman's face, rotting on one side |
|
||||
| Hermod, god of luck | CN | Trickery | Winged scroll |
|
||||
| Loki, god of thieves and trickery | CE | Trickery | Flame |
|
||||
| Njord, god of sea and wind | NG | Nature, Tempest | Gold coin |
|
||||
| Odur, god of light and the sun | CG | Light | Solar disk |
|
||||
| Sif, goddess of war | CG | War | Upraised sword |
|
||||
| Skadi, god of earth and mountains | N | Nature | Mountain peak |
|
||||
| Surtur, god of fire giants and war | LE | War | Flaming sword |
|
||||
| Thor, god of storms and thunder | CG | Tempest, War | Hammer |
|
||||
| Thrym, god of frost giants and cold | CE | War | White double-bladed axe |
|
||||
| Tyr, god of courage and strategy | LN | Knowledge, War | Sword |
|
||||
| Uller, god of hunting and winter | CN | Nature | Longbow |
|
||||
| | | | |
|
||||
|
||||
# Planes
|
||||
|
||||
The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the **planes of existence**. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.
|
||||
|
||||
Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
|
||||
|
||||
## The Material Plane
|
||||
|
||||
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.
|
||||
|
||||
The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.
|
||||
|
||||
## Beyond the Material
|
||||
|
||||
Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.
|
||||
|
||||
### Planar Travel
|
||||
|
||||
When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.
|
||||
|
||||
Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.
|
||||
|
||||
***Spells***. A number of spells allow direct or indirect access to other planes of existence. *Plane shift* and *gate* can transport adventurers directly to any other plane of existence, with different degrees of precision. *Etherealness* allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the *astral projection* spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.
|
||||
|
||||
***Portals***. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).
|
||||
|
||||
### Transitive Planes
|
||||
|
||||
The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as *etherealness* and *astral projection* allow characters to enter these planes and traverse them to reach the planes beyond.
|
||||
|
||||
The **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the *see invisibility* and *true seeing* spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as *forcecage* and *wall of force*. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.
|
||||
|
||||
The **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
|
||||
|
||||
### Inner Planes
|
||||
|
||||
The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes** - Air, Earth, Fire, and Water - form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.
|
||||
|
||||
At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
|
||||
|
||||
### Outer Planes
|
||||
|
||||
If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.
|
||||
|
||||
When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally "places" at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.
|
||||
|
||||
Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.
|
||||
|
||||
Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.
|
||||
|
||||
The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.
|
||||
|
||||
#### Outer Planes
|
||||
|
||||
The planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.
|
||||
|
||||
#### Demiplanes
|
||||
|
||||
Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as *demiplane*, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a *plane shift* spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The *gate* spell is more reliable, assuming the caster knows of the demiplane.
|
||||
|
||||
# Situational Rules
|
||||
|
||||
## Traps
|
||||
|
||||
Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.
|
||||
|
||||
A trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as *glyph of warding* and *symbol* that function as traps.
|
||||
|
||||
### Traps in Play
|
||||
|
||||
When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.
|
||||
|
||||
#### Triggering a Trap
|
||||
|
||||
Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the *glyph of warding* spell) have more complicated trigger conditions, including a password that prevents the trap from activating.
|
||||
|
||||
#### Detecting and Disabling a Trap
|
||||
|
||||
Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.
|
||||
|
||||
A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.
|
||||
|
||||
Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, *dispel magic* has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use *dispel magic*.
|
||||
|
||||
In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.
|
||||
|
||||
You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.
|
||||
|
||||
Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.
|
||||
|
||||
Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.
|
||||
|
||||
#### Trap Effects
|
||||
|
||||
The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered.
|
||||
|
||||
The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.
|
||||
|
||||
A trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels.
|
||||
|
||||
**Table- Trap Dangers**
|
||||
|
||||
| Trap Danger | Save DC | Attack Bonus |
|
||||
|-------------|---------|--------------|
|
||||
| Setback | 10-11 | +3 to +5 |
|
||||
| Dangerous | 12-15 | +6 to +8 |
|
||||
| Deadly | 16-20 | +9 to +12 |
|
||||
| | | |
|
||||
|
||||
**Table- Trap Severity**
|
||||
|
||||
| Character Level | Setback | Dangerous | Deadly |
|
||||
|-----------------|---------|-----------|--------|
|
||||
| 1st-4th | 1d10 | 2d10 | 4d10 |
|
||||
| 5th-10th | 2d10 | 4d10 | 10d10 |
|
||||
| 11th-16th | 4d10 | 10d10 | 18d10 |
|
||||
| 17th-20th | 10d10 | 18d10 | 24d10 |
|
||||
| | | | |
|
||||
|
||||
#### Complex Traps
|
||||
|
||||
Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.
|
||||
|
||||
When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.
|
||||
|
||||
For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.
|
||||
|
||||
### Sample Traps
|
||||
|
||||
The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.
|
||||
|
||||
#### Collapsing Roof
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.
|
||||
|
||||
The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
|
||||
|
||||
Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.
|
||||
|
||||
The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.
|
||||
|
||||
When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.
|
||||
|
||||
#### Falling Net
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
This trap uses a trip wire to release a net suspended from the ceiling.
|
||||
|
||||
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
|
||||
|
||||
When the trap is triggered, the net is released, covering a 10-foot square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10
|
||||
|
||||
Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot square section of it, freeing any creature trapped in that section.
|
||||
|
||||
#### Fire-Breathing Statue
|
||||
|
||||
*Magic trap*
|
||||
|
||||
This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.
|
||||
|
||||
The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as *detect magic*, reveals an aura of evocation magic around the statue.
|
||||
|
||||
The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful *dispel magic* (DC 13) cast on the statue destroys the trap.
|
||||
|
||||
#### Pits
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
Four basic pit traps are presented here.
|
||||
|
||||
***Simple Pit***. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.
|
||||
|
||||
The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).
|
||||
|
||||
***Hidden Pit***. This pit has a cover constructed from material identical to the floor around it.
|
||||
|
||||
A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.
|
||||
|
||||
When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.
|
||||
|
||||
Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the *arcane lock* spell or similar magic.
|
||||
|
||||
***Locking Pit***. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.
|
||||
|
||||
A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.
|
||||
|
||||
***Spiked Pit***. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### Poison Darts
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.
|
||||
|
||||
The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.
|
||||
|
||||
The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8
|
||||
|
||||
bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### Poison Needle
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.
|
||||
|
||||
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
|
||||
|
||||
A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
|
||||
|
||||
#### Rolling Sphere
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot diameter rolling sphere of solid stone.
|
||||
|
||||
With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
|
||||
|
||||
Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.
|
||||
|
||||
The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.
|
||||
|
||||
As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.
|
||||
|
||||
#### Sphere of Annihilation
|
||||
|
||||
*Magic trap*
|
||||
|
||||
Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.
|
||||
|
||||
A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a *sphere of annihilation* that can't be controlled or moved. It is otherwise identical to a normal *sphere of annihilation*.
|
||||
|
||||
Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment.
|
||||
|
||||
## Diseases
|
||||
|
||||
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
|
||||
|
||||
A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of *lesser restoration*. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.
|
||||
|
||||
A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.
|
||||
|
||||
### Sample Diseases
|
||||
|
||||
The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.
|
||||
|
||||
#### Cackle Fever
|
||||
|
||||
This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks."
|
||||
|
||||
Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured.
|
||||
|
||||
Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.
|
||||
|
||||
Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.
|
||||
|
||||
At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.
|
||||
|
||||
#### Sewer Plague
|
||||
|
||||
Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.
|
||||
|
||||
When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.
|
||||
|
||||
It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.
|
||||
|
||||
At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.
|
||||
|
||||
#### Sight Rot
|
||||
|
||||
This painful infection causes bleeding from the eyes and eventually blinds the victim.
|
||||
|
||||
A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as *lesser restoration* or *heal*.
|
||||
|
||||
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
|
||||
|
||||
## Madness
|
||||
|
||||
In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
|
||||
|
||||
### Going Mad
|
||||
|
||||
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
|
||||
|
||||
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
|
||||
|
||||
### Madness Effects
|
||||
|
||||
Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
|
||||
|
||||
A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
|
||||
|
||||
A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
|
||||
|
||||
A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.
|
||||
|
||||
**Table- Madness Short-Term Effects**
|
||||
|
||||
| d100 | Effect (lasts 1d10 minutes) |
|
||||
|--------|------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
|
||||
| 21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
|
||||
| 31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
|
||||
| 41-50 | The character begins babbling and is incapable of normal speech or spellcasting. |
|
||||
| 51-60 | The character must use his or her action each round to attack the nearest creature. |
|
||||
| 61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
|
||||
| 71-75 | The character does whatever anyone tells him or her to do that isn't obviously self- destructive. |
|
||||
| 76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
|
||||
| 81-90 | The character is stunned. |
|
||||
| 91-100 | The character falls unconscious. |
|
||||
| | |
|
||||
|
||||
**Table- Madness Long-Term Effects**
|
||||
|
||||
| d100 | Effect (lasts 1d10 × 10 hours) |
|
||||
|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
|
||||
| 11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
|
||||
| 21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
|
||||
| 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
|
||||
| 41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. |
|
||||
| 46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
|
||||
| 56-65 | The character is blinded (25%) or deafened (75%). |
|
||||
| 66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
|
||||
| 76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. |
|
||||
| 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
|
||||
| 91-95 | The character loses the ability to speak. |
|
||||
| 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
|
||||
| | |
|
||||
|
||||
**Table- Madness Indefinite Flaws**
|
||||
|
||||
| d100 | Flaw (lasts until cured) |
|
||||
|--------|------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 01-15 | "Being drunk keeps me sane." |
|
||||
| 16-25 | "I keep whatever I find." |
|
||||
| 26-30 | "I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name." |
|
||||
| 31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." |
|
||||
| 36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." |
|
||||
| 46-50 | "I find it hard to care about anything that goes on around me." |
|
||||
| 51-55 | "I don't like the way people judge me all the time." |
|
||||
| 56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." |
|
||||
| 71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." |
|
||||
| 81-85 | "There's only one person I can trust. And only I can see this special friend." |
|
||||
| 86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." |
|
||||
| 96-100 | "I've discovered that I really like killing people." |
|
||||
| | |
|
||||
|
||||
### Curing Madness
|
||||
|
||||
A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.
|
||||
|
||||
## Objects
|
||||
|
||||
When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.
|
||||
|
||||
For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
|
||||
|
||||
### Statistics for Objects
|
||||
|
||||
When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.
|
||||
|
||||
***Armor Class***. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.
|
||||
|
||||
**Table- Object's Armor Class**
|
||||
|
||||
| Substance | AC |
|
||||
|---------------------|----|
|
||||
| Cloth, paper, rope | 11 |
|
||||
| Crystal, glass, ice | 13 |
|
||||
| Wood, bone | 15 |
|
||||
| Stone | 17 |
|
||||
| Iron, steel | 19 |
|
||||
| Mithral | 21 |
|
||||
| Adamantine | 23 |
|
||||
| | |
|
||||
|
||||
***Hit Points***. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.
|
||||
|
||||
**Table- Object's Hit Points**
|
||||
|
||||
| Size | Fragile | Resilient |
|
||||
|-------------------------------------|----------|-----------|
|
||||
| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
|
||||
| Small (chest, lute) | 3 (1d6) | 10 (3d6) |
|
||||
| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
|
||||
| Large (cart, 10-ft-by-10-ft window) | 5 (1d10) | 27 (5d10) |
|
||||
| | | |
|
||||
|
||||
***Huge and Gargantuan Objects***. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an *earthquake* spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.
|
||||
|
||||
***Objects and Damage Types***. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment.
|
||||
|
||||
***Damage Threshold***. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.
|
||||
|
||||
## Poisons
|
||||
|
||||
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
|
||||
|
||||
Poisons come in the following four types.
|
||||
|
||||
***Contact***. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
|
||||
|
||||
***Ingested***. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
|
||||
|
||||
***Inhaled***. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
|
||||
|
||||
***Injury***. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
|
||||
|
||||
**Table- List of Poisons**
|
||||
|
||||
| Item | Type | Price/Dose |
|
||||
|--------------------|----------|------------|
|
||||
| Assassin's blood | Ingested | 150 gp |
|
||||
| Burnt othur fumes | Inhaled | 500 gp |
|
||||
| Crawler mucus | Contact | 200 gp |
|
||||
| Drow poison | Injury | 200 gp |
|
||||
| Essence of ether | Inhaled | 300 gp |
|
||||
| Malice | Inhaled | 250 gp |
|
||||
| Midnight tears | Ingested | 1,500 gp |
|
||||
| Oil of taggit | Contact | 400 gp |
|
||||
| Pale tincture | Ingested | 250 gp |
|
||||
| Purple worm poison | Injury | 2,000 gp |
|
||||
| Serpent venom | Injury | 200 gp |
|
||||
| Torpor | Ingested | 600 gp |
|
||||
| Truth serum | Ingested | 150 gp |
|
||||
| Wyvern poison | Injury | 1,200 gp |
|
||||
| | | |
|
||||
|
||||
### Sample Poisons
|
||||
|
||||
Each type of poison has its own debilitating effects.
|
||||
|
||||
***Assassin's Blood (Ingested)***. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
|
||||
|
||||
***Burnt Othur Fumes (Inhaled)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
|
||||
|
||||
***Crawler Mucus (Contact)***. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
***Drow Poison (Injury)***. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison 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 creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
|
||||
|
||||
***Essence of Ether (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
|
||||
|
||||
***Malice (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
|
||||
|
||||
***Midnight Tears (Ingested)***. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***Oil of Taggit (Contact)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
|
||||
|
||||
***Pale Tincture (Ingested)***. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
|
||||
|
||||
***Purple Worm Poison (Injury)***. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***Serpent Venom (Injury)***. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***Torpor (Ingested)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
|
||||
|
||||
***Truth Serum (Ingested)***. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a *zone of truth* spell.
|
||||
|
||||
***Wyvern Poison (Injury)***. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison 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.
|
2847
12.treasure.md
2847
12.treasure.md
File diff suppressed because it is too large
Load diff
8585
13.monsters.md
8585
13.monsters.md
File diff suppressed because it is too large
Load diff
2837
14.creatures.md
2837
14.creatures.md
File diff suppressed because it is too large
Load diff
|
@ -1,8 +1,69 @@
|
|||
## To Do
|
||||
# To Do
|
||||
|
||||
- [ ] Nothing as of yet.
|
||||
**[Submit a suggestion, issue or contribute](https://github.com/OldManUmby/DND.SRD.Wiki/issues)**
|
||||
|
||||
**[Submit an issue](https://github.com/Umbyology/OGL-SRD5/issues)**
|
||||
---
|
||||
|
||||
# Completed
|
||||
|
||||
## June 1st, 2023
|
||||
|
||||
- [x] Updated the license to [Creative Commons Attribution 4.0 International License](https://creativecommons.org/licenses/by/4.0/legalcode) (“CC-BY-4.0”).
|
||||
|
||||
## October 30th, 2022
|
||||
|
||||
- [x] Renamed Customizations folder to Characterizations; renamed some monsters for better organization.
|
||||
- [x] Added new release [DND-SRD5 v0.5.1](https://github.com/OldManUmby/DND.SRD.Wiki/releases/tag/v0.5.1).
|
||||
|
||||
## October 29th, 2022
|
||||
|
||||
- [x] Moved GitHuub Pages website to new subdomain: [https://dnd.srd.wiki](https://dnd.srd.wiki).
|
||||
- [x] Created new primary domain for the [SRD Wiki](https://srd.wiki).
|
||||
|
||||
## October 23rd, 2022
|
||||
|
||||
- [x] Added missing section for Character Advancement.
|
||||
- [x] Added missing section for Inspiration.
|
||||
- [x] Added missing descriptions for Magic Items.
|
||||
- [x] Added missing descriptions for Monsters Statistics.
|
||||
- [x] Added alternate files for Monsters.
|
||||
- [x] Added alternate files for Wikilinked Spell Lists.
|
||||
- [x] Added alternate files for Treasure.
|
||||
- [x] Renamed section header files.
|
||||
- [x] Removed compiled downloads to avoid conflicts with variable content.
|
||||
- [x] Fixed errors in Changelog.
|
||||
- [x] Added new release [DND-SRD5 v0.5](https://github.com/OldManUmby/DND.SRD.Wiki/releases/tag/v0.5).
|
||||
|
||||
## March 5th, 2022
|
||||
|
||||
- [x] Obsidian version of the D&D 5E SRD.
|
||||
- [x] Races.
|
||||
- [x] Classes.
|
||||
- [x] Multiclassing.
|
||||
- [x] Personalizations.
|
||||
- [x] Equipment.
|
||||
- [x] Abilities.
|
||||
- [x] Adventuring.
|
||||
- [x] Combat.
|
||||
- [x] Spellcasting.
|
||||
- [x] Spells.
|
||||
- [x] Gamemastering.
|
||||
- [x] Treasure.
|
||||
- [x] Monsters.
|
||||
- [x] Creatures.
|
||||
- [x] NPCs.
|
||||
- [x] REorganized documents.
|
||||
- [x] Issue new release for current version.
|
||||
|
||||
## February 18th, 2022
|
||||
|
||||
- [x] Merge + fixed equipment list issues (items at wrong location).
|
||||
- [x] Added new release [DND-SRD5 v0.4.4](https://github.com/OldManUmby/DND.SRD.Wiki/releases/tag/v0.4.4).
|
||||
|
||||
## November 1st, 2021
|
||||
|
||||
- [x] Fixed minor syntax and formatting issues in Markdown.
|
||||
- [x] Updated all exported compiled file formats.
|
||||
|
||||
## December 10th, 2020
|
||||
|
||||
|
@ -57,7 +118,7 @@
|
|||
## October 8th, 2019
|
||||
|
||||
- [x] Technical corrections in the Markdown across nearly every section, chapter and page.
|
||||
- [x] Created DOCX versions available for download, [see Introduction page](https://ogl-srd5.com).
|
||||
- [x] Created DOCX versions available for download, [see Introduction page](https://srd.wiki).
|
||||
|
||||
## August 22nd, 2019
|
||||
|
||||
|
@ -74,7 +135,7 @@
|
|||
|
||||
## May 25th, 2019
|
||||
|
||||
- [x] Merged various Markdown [edits](https://github.com/Umbyology/OGL-SRD5/pulls?q=is%3Apr+is%3Aclosed) from GitHub contributors. Thank you!
|
||||
- [x] Merged various Markdown [edits](https://github.com/OldManUmby/DND.SRD.Wiki/pulls?q=is%3Apr+is%3Aclosed) from GitHub contributors. Thank you!
|
||||
|
||||
## May 17th, 2019
|
||||
|
||||
|
@ -82,7 +143,7 @@
|
|||
|
||||
## March 31st, 2019
|
||||
|
||||
- [x] Merged various Markdown [edits](https://github.com/Umbyology/OGL-SRD5/pulls?q=is%3Apr+is%3Aclosed) from GitHub contributors. Thank you!
|
||||
- [x] Merged various Markdown [edits](https://github.com/OldManUmby/DND.SRD.Wiki/pulls?q=is%3Apr+is%3Aclosed) from GitHub contributors. Thank you!
|
||||
|
||||
## March 8th, 2019
|
||||
|
||||
|
@ -94,23 +155,23 @@
|
|||
- [x] Create Changelog.
|
||||
- [x] Create Introduction page using media from the [Wizard's Fan Site Kit](http://dnd.wizards.com/articles/features/fan-site-kit).
|
||||
- [x] Installed [Table of Contents (TOC) plugin](https://github.com/sommerregen/grav-plugin-toc) for [GRAV](https://getgrav.org).
|
||||
- [x] Add alphabet headers to [spell lists](http://ogl-srd5.com/spellcasting) for [TOC](https://github.com/sommerregen/grav-plugin-toc).
|
||||
- [x] Add alphabet headers to spell lists for table of contents.
|
||||
- [x] Install SSL certificate (HTTPS) for primary and mail domains.
|
||||
- [x] Activate "Force SSL" globally in [GRAV](https://getgrav.org).
|
||||
- [x] Create a Markdown compilation of all SRD pages at the [SRD GitHub repo](https://github.com/Umbyology/OGL-SRD5/blob/master/D%26D%205E%20SRD%20v5.1%20Compilation.md).
|
||||
- [x] Add alphabet headers to [magic items](http://ogl-srd5.com/magic) for [TOC](https://github.com/sommerregen/grav-plugin-toc).
|
||||
- [x] Create a Markdown compilation of all SRD pages.
|
||||
- [x] Add alphabet headers to magic items for table of contents.
|
||||
- [x] Change theme CSS colors.
|
||||
|
||||
## April 27th, 2018
|
||||
|
||||
- [x] Create [OGL-SRD5 GitHub repository](https://github.com/Umbyology/OGL-SRD5). Sync with [GitHub Desktop](https://desktop.github.com) app.
|
||||
- [x] Create [OGL-SRD5 GitHub repository](https://github.com/OldManUmby/DND.SRD.Wiki). Sync with [GitHub Desktop](https://desktop.github.com) app.
|
||||
- [x] Create section folders and upload SRD markdown pages.
|
||||
- [x] Purchase [OGL-SRD5.com](http://ogl-srd5.com) domain.
|
||||
- [x] Create [OGL-SRD5.com](http://ogl-srd5.com) hosting account with [Juxtagames, LLC](http://juxta.games).
|
||||
- [x] Create [OGL-SRD5.com](http://ogl-srd5.com) website using [GRAV open source flat-file CMS](https://getgrav.org).
|
||||
- [x] Purchase [srd.wiki](https://srd.wiki) domain.
|
||||
- [x] Create [srd.wiki](https://srd.wiki) hosting account with [Old Man Umby](http://oldmanumby.com).
|
||||
- [x] Create [srd.wiki](https://srd.wiki) website using [GRAV open source flat-file CMS](https://getgrav.org).
|
||||
- [x] Install custom [Learn2 with Git Sync](https://github.com/hibbitts-design/grav-theme-learn2-git-sync) theme for [GRAV](https://getgrav.org).
|
||||
- [x] Install various [Plugins for GRAV](https://getgrav.org/downloads/plugins).
|
||||
- [x] Sync website with [GitHub repo](https://github.com/Umbyology/OGL-SRD5) with [Git Sync plugin](https://github.com/trilbymedia/grav-plugin-git-sync) for [GRAV](https://getgrav.org).
|
||||
- [x] Sync website with [GitHub repo](https://github.com/OldManUmby/DND.SRD.Wiki) with [Git Sync plugin](https://github.com/trilbymedia/grav-plugin-git-sync) for [GRAV](https://getgrav.org).
|
||||
|
||||
## April 24th, 2018
|
||||
|
33
Characterizations/Alignment.md
Executable file
33
Characterizations/Alignment.md
Executable file
|
@ -0,0 +1,33 @@
|
|||
# Alignment
|
||||
|
||||
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
|
||||
|
||||
These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.
|
||||
|
||||
**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
|
||||
|
||||
**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
|
||||
|
||||
**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
|
||||
|
||||
**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
|
||||
|
||||
**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
|
||||
|
||||
**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
|
||||
|
||||
**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
|
||||
|
||||
**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.
|
||||
|
||||
**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
|
||||
|
||||
## Alignment in the Multiverse
|
||||
|
||||
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.
|
||||
|
||||
The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.)
|
||||
|
||||
Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.
|
||||
|
||||
Most creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
|
90
04.personalization.md → Characterizations/Backgrounds.md
Normal file → Executable file
90
04.personalization.md → Characterizations/Backgrounds.md
Normal file → Executable file
|
@ -1,91 +1,3 @@
|
|||
# PERSONALIZATION
|
||||
|
||||
# Alignment
|
||||
|
||||
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
|
||||
|
||||
These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.
|
||||
|
||||
**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
|
||||
|
||||
**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
|
||||
|
||||
**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
|
||||
|
||||
**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
|
||||
|
||||
**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
|
||||
|
||||
**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
|
||||
|
||||
**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
|
||||
|
||||
**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.
|
||||
|
||||
**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
|
||||
|
||||
## Alignment in the Multiverse
|
||||
|
||||
For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.
|
||||
|
||||
The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god's influence.)
|
||||
|
||||
Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.
|
||||
|
||||
Most creatures that lack the capacity for rational thought do not have alignments-they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
|
||||
|
||||
# Languages
|
||||
|
||||
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
|
||||
|
||||
Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.
|
||||
|
||||
Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.
|
||||
|
||||
**Table- Standard Languages**
|
||||
|
||||
| Language | Typical Speakers | Script |
|
||||
|----------|------------------|----------|
|
||||
| Common | Humans | Common |
|
||||
| Dwarvish | Dwarves | Dwarvish |
|
||||
| Elvish | Elves | Elvish |
|
||||
| Giant | Ogres, giants | Dwarvish |
|
||||
| Gnomish | Gnomes | Dwarvish |
|
||||
| Goblin | Goblinoids | Dwarvish |
|
||||
| Halfling | Halflings | Common |
|
||||
| Orc | Orcs | Dwarvish |
|
||||
| | | |
|
||||
|
||||
**Table- Exotic Languages**
|
||||
|
||||
| Language | Typical Speakers | Script |
|
||||
|-------------|---------------------|-----------|
|
||||
| Abyssal | Demons | Infernal |
|
||||
| Celestial | Celestials | Celestial |
|
||||
| Draconic | Dragons, dragonborn | Draconic |
|
||||
| Deep Speech | Aboleths, cloakers | - |
|
||||
| Infernal | Devils | Infernal |
|
||||
| Primordial | Elementals | Dwarvish |
|
||||
| Sylvan | Fey creatures | Elvish |
|
||||
| Undercommon | Underworld traders | Elvish |
|
||||
| | | |
|
||||
|
||||
# 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.
|
||||
|
||||
# Backgrounds
|
||||
|
||||
Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.
|
||||
|
@ -173,4 +85,4 @@ Acolytes are shaped by their experience in temples or other religious communitie
|
|||
| 4 | I am inflexible in my thinking. |
|
||||
| 5 | I am suspicious of strangers and expect the worst of them. |
|
||||
| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
|
||||
| | |
|
||||
| | |
|
36
Characterizations/Beyond 1st Level.md
Normal file
36
Characterizations/Beyond 1st Level.md
Normal file
|
@ -0,0 +1,36 @@
|
|||
# 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 |
|
16
Characterizations/Feats.md
Executable file
16
Characterizations/Feats.md
Executable file
|
@ -0,0 +1,16 @@
|
|||
# Feats
|
||||
|
||||
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
|
||||
|
||||
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.
|
||||
|
||||
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse-you can't benefit from the Grappler feat until your Strength is restored.
|
||||
|
||||
## Grappler
|
||||
|
||||
*Prerequisite: Strength 13 or higher*
|
||||
|
||||
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
|
||||
|
||||
- You have advantage on attack rolls against a creature you are grappling.
|
||||
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
|
15
Characterizations/Inspiration.md
Normal file
15
Characterizations/Inspiration.md
Normal file
|
@ -0,0 +1,15 @@
|
|||
# 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.
|
35
Characterizations/Languages.md
Executable file
35
Characterizations/Languages.md
Executable file
|
@ -0,0 +1,35 @@
|
|||
# Languages
|
||||
|
||||
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
|
||||
|
||||
Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM's permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves' cant or the tongue of druids.
|
||||
|
||||
Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.
|
||||
|
||||
**Table- Standard Languages**
|
||||
|
||||
| Language | Typical Speakers | Script |
|
||||
|----------|------------------|----------|
|
||||
| Common | Humans | Common |
|
||||
| Dwarvish | Dwarves | Dwarvish |
|
||||
| Elvish | Elves | Elvish |
|
||||
| Giant | Ogres, giants | Dwarvish |
|
||||
| Gnomish | Gnomes | Dwarvish |
|
||||
| Goblin | Goblinoids | Dwarvish |
|
||||
| Halfling | Halflings | Common |
|
||||
| Orc | Orcs | Dwarvish |
|
||||
| | | |
|
||||
|
||||
**Table- Exotic Languages**
|
||||
|
||||
| Language | Typical Speakers | Script |
|
||||
|-------------|---------------------|-----------|
|
||||
| Abyssal | Demons | Infernal |
|
||||
| Celestial | Celestials | Celestial |
|
||||
| Draconic | Dragons, dragonborn | Draconic |
|
||||
| Deep Speech | Aboleths, cloakers | - |
|
||||
| Infernal | Devils | Infernal |
|
||||
| Primordial | Elementals | Dwarvish |
|
||||
| Sylvan | Fey creatures | Elvish |
|
||||
| Undercommon | Underworld traders | Elvish |
|
||||
| | | |
|
23
03.customization.md → Characterizations/Multiclassing.md
Normal file → Executable file
23
03.customization.md → Characterizations/Multiclassing.md
Normal file → Executable file
|
@ -1,6 +1,4 @@
|
|||
# CUSTOMIZATION
|
||||
|
||||
# Multiclassing
|
||||
# MULTICLASSING
|
||||
|
||||
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
|
||||
|
||||
|
@ -124,21 +122,4 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th
|
|||
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
| | | | | | | | | | |
|
||||
|
||||
# Feats
|
||||
|
||||
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
|
||||
|
||||
At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.
|
||||
|
||||
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse-you can't benefit from the Grappler feat until your Strength is restored.
|
||||
|
||||
## Grappler
|
||||
|
||||
*Prerequisite: Strength 13 or higher*
|
||||
|
||||
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
|
||||
|
||||
- You have advantage on attack rolls against a creature you are grappling.
|
||||
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
|
||||
| | | | | | | | | | |
|
159
Classes/Barbarian.md
Executable file
159
Classes/Barbarian.md
Executable file
|
@ -0,0 +1,159 @@
|
|||
# Barbarian
|
||||
|
||||
### Class Features
|
||||
|
||||
As a barbarian, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d12 per barbarian level
|
||||
|
||||
**Hit Points at 1st Level:** 12 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** Light armor, medium armor, shields
|
||||
|
||||
**Weapons:** Simple weapons, martial weapons
|
||||
|
||||
**Tools:** None
|
||||
|
||||
**Saving Throws:** Strength, Constitution
|
||||
|
||||
**Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a greataxe or (*b*) any martial melee weapon
|
||||
- (*a*) two handaxes or (*b*) any simple weapon
|
||||
- An explorer's pack and four javelins
|
||||
|
||||
**Table- The Barbarian**
|
||||
|
||||
| Level | Proficiency Bonus | Features | Rages | Rage Damage |
|
||||
|-------|-------------------|-------------------------------|-----------|-------------|
|
||||
| 1st | +2 | Rage, Unarmored Defense | 2 | +2 |
|
||||
| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
|
||||
| 3rd | +2 | Primal Path | 3 | +2 |
|
||||
| 4th | +2 | Ability Score Improvement | 3 | +2 |
|
||||
| 5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
|
||||
| 6th | +3 | Path feature | 4 | +2 |
|
||||
| 7th | +3 | Feral Instinct | 4 | +2 |
|
||||
| 8th | +3 | Ability Score Improvement | 4 | +2 |
|
||||
| 9th | +4 | Brutal Critical (1 die) | 4 | +3 |
|
||||
| 10th | +4 | Path feature | 4 | +3 |
|
||||
| 11th | +4 | Relentless | 4 | +3 |
|
||||
| 12th | +4 | Ability Score Improvement | 5 | +3 |
|
||||
| 13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
|
||||
| 14th | +5 | Path feature | 5 | +3 |
|
||||
| 15th | +5 | Persistent Rage | 5 | +3 |
|
||||
| 16th | +5 | Ability Score Improvement | 5 | +4 |
|
||||
| 17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
|
||||
| 18th | +6 | Indomitable Might | 6 | +4 |
|
||||
| 19th | +6 | Ability Score Improvement | 6 | +4 |
|
||||
| 20th | +6 | Primal Champion | Unlimited | +4 |
|
||||
| | | | | |
|
||||
|
||||
### Rage
|
||||
|
||||
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
|
||||
|
||||
While raging, you gain the following benefits if you aren't wearing heavy armor:
|
||||
|
||||
- You have advantage on Strength checks and Strength saving throws.
|
||||
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
|
||||
- You have resistance to bludgeoning, piercing, and slashing damage.
|
||||
|
||||
If you are able to cast spells, you can't cast them or concentrate on them while raging.
|
||||
|
||||
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
|
||||
|
||||
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
|
||||
|
||||
### Unarmored Defense
|
||||
|
||||
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
|
||||
|
||||
### Reckless Attack
|
||||
|
||||
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
|
||||
|
||||
### Danger Sense
|
||||
|
||||
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
|
||||
|
||||
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
|
||||
|
||||
### Primal Path
|
||||
|
||||
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Extra Attack
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
|
||||
|
||||
### Fast Movement
|
||||
|
||||
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
|
||||
|
||||
### Feral Instinct
|
||||
|
||||
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
|
||||
|
||||
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
|
||||
|
||||
### Brutal Critical
|
||||
|
||||
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
|
||||
|
||||
This increases to two additional dice at 13th level and three additional dice at 17th level.
|
||||
|
||||
### Relentless Rage
|
||||
|
||||
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
|
||||
|
||||
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
|
||||
|
||||
### Persistent Rage
|
||||
|
||||
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
|
||||
|
||||
### Indomitable Might
|
||||
|
||||
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
|
||||
|
||||
### Primal Champion
|
||||
|
||||
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
|
||||
|
||||
## Barbarian Paths
|
||||
|
||||
### Path of the Berserker
|
||||
|
||||
For some barbarians, rage is a means to an end- that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
|
||||
|
||||
#### Frenzy
|
||||
|
||||
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).
|
||||
|
||||
#### Mindless Rage
|
||||
|
||||
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
|
||||
|
||||
#### Intimidating Presence
|
||||
|
||||
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
|
||||
|
||||
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
|
||||
|
||||
#### Retaliation
|
||||
|
||||
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
|
180
Classes/Bard.md
Executable file
180
Classes/Bard.md
Executable file
|
@ -0,0 +1,180 @@
|
|||
# Bard
|
||||
|
||||
### Class Features
|
||||
|
||||
As a bard, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d8 per bard level
|
||||
|
||||
**Hit Points at 1st Level:** 8 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** Light armor
|
||||
|
||||
**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords
|
||||
|
||||
**Tools:** Three musical instruments of your choice
|
||||
|
||||
**Saving Throws:** Dexterity, Charisma
|
||||
|
||||
**Skills:** Choose any three
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a rapier, (*b*) a longsword, or (*c*) any simple weapon
|
||||
- (*a*) a diplomat's pack or (*b*) an entertainer's pack
|
||||
- (*a*) a lute or (*b*) any other musical instrument
|
||||
- Leather armor and a dagger
|
||||
|
||||
**Table- The Bard**
|
||||
|
||||
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
|-------|-------------------|------------------------------------------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
| 1st | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 | 2 | - | - | - | - | - | - | - | - |
|
||||
| 2nd | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 | 3 | - | - | - | - | - | - | - | - |
|
||||
| 3rd | +2 | Bard College, Expertise | 2 | 6 | 4 | 2 | - | - | - | - | - | - | - |
|
||||
| 4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | - | - | - | - | - | - | - |
|
||||
| 5th | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 | 4 | 3 | 2 | - | - | - | - | - | - |
|
||||
| 6th | +3 | Countercharm, Bard College Feature | 3 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
|
||||
| 7th | +3 | - | 3 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
|
||||
| 8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
|
||||
| 9th | +4 | Song of Rest (d8) | 3 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
|
||||
| 10th | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
|
||||
| 11th | +4 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 12th | +4 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 13th | +5 | Song of Rest (d10) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 14th | +5 | Magical Secrets, Bard College Feature | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 15th | +5 | Bardic Inspiration (d12) | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 16th | +5 | Ability Score Improvement | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 17th | +6 | Song of Rest (d12) | 4 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
| 18th | +6 | Magical Secrets | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
| 19th | +6 | Ability Score Improvement | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
| 20th | +6 | Superior Inspiration | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
| | | | | | | | | | | | | | |
|
||||
|
||||
### Spellcasting
|
||||
|
||||
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music.
|
||||
|
||||
Your spells are part of your vast repertoire, magic that you can tune to different situations.
|
||||
|
||||
#### Cantrips
|
||||
|
||||
You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
|
||||
|
||||
#### Spell Slots
|
||||
|
||||
The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
|
||||
|
||||
For example, if you know the 1st-level spell *cure wounds* and have a 1st-level and a 2nd-level spell slot available, you can cast *cure wounds* using either slot.
|
||||
|
||||
#### Spells Known of 1st Level and Higher
|
||||
|
||||
You know four 1st-level spells of your choice from the bard spell list.
|
||||
|
||||
The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
|
||||
|
||||
Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
|
||||
|
||||
**Spell attack modifier** = your proficiency bonus + your Charisma modifier
|
||||
|
||||
#### Ritual Casting
|
||||
|
||||
You can cast any bard spell you know as a ritual if that spell has the ritual tag.
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use a musical instrument as a spellcasting focus for your bard spells.
|
||||
|
||||
### Bardic Inspiration
|
||||
|
||||
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
|
||||
|
||||
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
|
||||
|
||||
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
|
||||
|
||||
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
|
||||
|
||||
### Jack of All Trades
|
||||
|
||||
Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
|
||||
|
||||
### Song of Rest
|
||||
|
||||
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
|
||||
|
||||
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
|
||||
|
||||
### Bard College
|
||||
|
||||
At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.
|
||||
|
||||
### Expertise
|
||||
|
||||
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
|
||||
|
||||
At 10th level, you can choose another two skill proficiencies to gain this benefit.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Font of Inspiration
|
||||
|
||||
Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
|
||||
|
||||
### Countercharm
|
||||
|
||||
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
|
||||
|
||||
### Magical Secrets
|
||||
|
||||
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
|
||||
|
||||
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
|
||||
|
||||
You learn two additional spells from any classes at 14th level and again at 18th level.
|
||||
|
||||
### Superior Inspiration
|
||||
|
||||
At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
|
||||
|
||||
## Bard Colleges
|
||||
|
||||
### College of Lore
|
||||
|
||||
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
|
||||
|
||||
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
|
||||
|
||||
The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
|
||||
|
||||
#### Bonus Proficiencies
|
||||
|
||||
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
|
||||
|
||||
#### Cutting Words
|
||||
|
||||
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.
|
||||
|
||||
#### Additional Magical Secrets
|
||||
|
||||
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
|
||||
|
||||
#### Peerless Skill
|
||||
|
||||
Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.
|
193
Classes/Cleric.md
Executable file
193
Classes/Cleric.md
Executable file
|
@ -0,0 +1,193 @@
|
|||
# Cleric
|
||||
|
||||
### Class Features
|
||||
|
||||
As a cleric, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d8 per cleric level
|
||||
|
||||
**Hit Points at 1st Level:** 8 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** Light armor, medium armor, shields
|
||||
|
||||
**Weapons:** Simple weapons
|
||||
|
||||
**Tools:** None
|
||||
|
||||
**Saving Throws:** Wisdom, Charisma
|
||||
|
||||
**Skills:** Choose two from History, Insight, Medicine, Persuasion, and Religion
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a mace or (*b*) a warhammer (if proficient)
|
||||
- (*a*) scale mail, (*b*) leather armor, or (*c*) chain mail (if proficient)
|
||||
- (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
|
||||
- (*a*) a priest's pack or (*b*) an explorer's pack
|
||||
- A shield and a holy symbol
|
||||
|
||||
**Table- The Cleric**
|
||||
|
||||
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
|-------|-------------------|-------------------------------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
| 1st | +2 | Spellcasting, Divine Domain | 3 | 2 | - | - | - | - | - | - | - | - |
|
||||
| 2nd | +2 | Channel Divinity (1/rest), Divine Domain Feature | 3 | 3 | - | - | - | - | - | - | - | - |
|
||||
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
|
||||
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
|
||||
| 5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
|
||||
| 6th | +3 | Channel Divinity (2/rest), Divine Domain Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
|
||||
| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
|
||||
| 8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain Feature | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
|
||||
| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
|
||||
| 10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
|
||||
| 11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 17th | +6 | Destroy Undead (CR 4), Divine Domain Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
| 18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
| 20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
| | | | | | | | | | | | | |
|
||||
|
||||
### Spellcasting
|
||||
|
||||
As a conduit for divine power, you can cast cleric spells.
|
||||
|
||||
#### Cantrips
|
||||
|
||||
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
|
||||
|
||||
#### Preparing and Casting Spells
|
||||
|
||||
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
|
||||
|
||||
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
|
||||
|
||||
For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
|
||||
|
||||
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
|
||||
|
||||
#### Ritual Casting
|
||||
|
||||
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use a holy symbol as a spellcasting focus for your cleric spells.
|
||||
|
||||
### Divine Domain
|
||||
|
||||
Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
|
||||
|
||||
#### Domain Spells
|
||||
|
||||
Each domain has a list of spells - its domain spells - that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
|
||||
|
||||
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
|
||||
|
||||
### Channel Divinity
|
||||
|
||||
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
|
||||
|
||||
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
|
||||
|
||||
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
|
||||
|
||||
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
|
||||
|
||||
#### Channel Divinity: Turn Undead
|
||||
|
||||
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
|
||||
|
||||
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Destroy Undead
|
||||
|
||||
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
|
||||
|
||||
**Table- Destroy Undead**
|
||||
|
||||
| Cleric Level | Destroys Undead of CR ... |
|
||||
|--------------|---------------------------|
|
||||
| 5th | 1/2 or lower |
|
||||
| 8th | 1 or lower |
|
||||
| 11th | 2 or lower |
|
||||
| 14th | 3 or lower |
|
||||
| 17th | 4 or lower |
|
||||
| | |
|
||||
|
||||
### Divine Intervention
|
||||
|
||||
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
|
||||
|
||||
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
|
||||
|
||||
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
|
||||
|
||||
At 20th level, your call for intervention succeeds automatically, no roll required.
|
||||
|
||||
## Cleric Domains
|
||||
|
||||
### Life Domain
|
||||
|
||||
The Life domain focuses on the vibrant positive energy-one of the fundamental forces of the universe-that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
|
||||
|
||||
**Table- Life Domain Spells**
|
||||
|
||||
| Cleric Level | Spells |
|
||||
|--------------|--------------------------------------|
|
||||
| 1st | bless, cure wounds |
|
||||
| 3rd | lesser restoration, spiritual weapon |
|
||||
| 5th | beacon of hope, revivify |
|
||||
| 7th | death ward, guardian of faith |
|
||||
| 9th | mass cure wounds, raise dead |
|
||||
| | |
|
||||
|
||||
#### Bonus Proficiency
|
||||
|
||||
When you choose this domain at 1st level, you gain proficiency with heavy armor.
|
||||
|
||||
#### Disciple of Life
|
||||
|
||||
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
|
||||
|
||||
#### Channel Divinity: Preserve Life
|
||||
|
||||
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
|
||||
|
||||
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
|
||||
|
||||
#### Blessed Healer
|
||||
|
||||
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
|
||||
|
||||
#### Divine Strike
|
||||
|
||||
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
|
||||
|
||||
#### Supreme Healing
|
||||
|
||||
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
|
264
Classes/Druid.md
Executable file
264
Classes/Druid.md
Executable file
|
@ -0,0 +1,264 @@
|
|||
# Druid
|
||||
|
||||
### Class Features
|
||||
|
||||
As a druid, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d8 per druid level
|
||||
|
||||
**Hit Points at 1st Level:** 8 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
|
||||
|
||||
**Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
|
||||
|
||||
**Tools:** Herbalism kit
|
||||
|
||||
**Saving Throws:** Intelligence, Wisdom
|
||||
|
||||
**Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a wooden shield or (*b*) any simple weapon
|
||||
- (*a*) a scimitar or (*b*) any simple melee weapon
|
||||
- Leather armor, an explorer's pack, and a druidic focus
|
||||
|
||||
**Table- The Druid**
|
||||
|
||||
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
|-------|-------------------|---------------------------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
| 1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | - |
|
||||
| 2nd | +2 | Wild Shape, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - |
|
||||
| 3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - |
|
||||
| 4th | +2 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | - | - | - | - | - | - | - |
|
||||
| 5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | - |
|
||||
| 6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | - | - | - | - | - | - |
|
||||
| 7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - |
|
||||
| 8th | +3 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
|
||||
| 9th | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
|
||||
| 10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
|
||||
| 11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
| 18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
| 20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
| | | | | | | | | | | | | |
|
||||
|
||||
### Druidic
|
||||
|
||||
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
|
||||
|
||||
### Spellcasting
|
||||
|
||||
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
|
||||
|
||||
#### Cantrips
|
||||
|
||||
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
|
||||
|
||||
#### Preparing and Casting Spells
|
||||
|
||||
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
|
||||
|
||||
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
|
||||
|
||||
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
|
||||
|
||||
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
|
||||
|
||||
### Spellcasting Ability
|
||||
|
||||
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
|
||||
|
||||
### Ritual Casting
|
||||
|
||||
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use a druidic focus as a spellcasting focus for your druid spells.
|
||||
|
||||
### Wild Shape
|
||||
|
||||
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
|
||||
|
||||
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
|
||||
|
||||
**Table- Beast Shapes**
|
||||
|
||||
| Level | Max. CR | Limitations | Example |
|
||||
|-------|---------|-----------------------------|-------------|
|
||||
| 2nd | 1/4 | No flying or swimming speed | Wolf |
|
||||
| 4th | 1/2 | No flying speed | Crocodile |
|
||||
| 8th | 1 | - | Giant eagle |
|
||||
| | | | |
|
||||
|
||||
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
|
||||
|
||||
While you are transformed, the following rules apply:
|
||||
|
||||
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
|
||||
- When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
|
||||
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
|
||||
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
|
||||
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
|
||||
|
||||
### Druid Circle
|
||||
|
||||
At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Timeless Body
|
||||
|
||||
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
|
||||
|
||||
### Beast Spells
|
||||
|
||||
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
|
||||
|
||||
### Archdruid
|
||||
|
||||
At 20th level, you can use your Wild Shape an unlimited number of times.
|
||||
|
||||
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
|
||||
|
||||
## Druid Circles
|
||||
|
||||
### Circle of the Land
|
||||
|
||||
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
|
||||
|
||||
#### Bonus Cantrip
|
||||
|
||||
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
|
||||
|
||||
#### Natural Recovery
|
||||
|
||||
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
|
||||
|
||||
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
|
||||
|
||||
#### Circle Spells
|
||||
|
||||
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land-arctic, coast, desert, forest, grassland, mountain, or swamp-and consult the associated list of spells.
|
||||
|
||||
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
|
||||
|
||||
**Table- Arctic Circle Spells**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|-----------------------------------|
|
||||
| 3rd | hold person, spike growth |
|
||||
| 5th | sleet storm, slow |
|
||||
| 7th | freedom of movement, ice storm |
|
||||
| 9th | commune with nature, cone of cold |
|
||||
| | |
|
||||
|
||||
**Table- Coast Circle Spells**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|------------------------------------|
|
||||
| 3rd | mirror image, misty step |
|
||||
| 5th | water breathing, water walk |
|
||||
| 7th | control water, freedom of movement |
|
||||
| 9th | conjure elemental, scrying |
|
||||
| | |
|
||||
|
||||
**Table- Desert Circle Spells**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|-----------------------------------------------|
|
||||
| 3rd | blur, silence |
|
||||
| 5th | create food and water, protection from energy |
|
||||
| 7th | blight, hallucinatory terrain |
|
||||
| 9th | insect plague, wall of stone |
|
||||
| | |
|
||||
|
||||
**Table- Forest Circle Spells**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|----------------------------------|
|
||||
| 3rd | barkskin, spider climb |
|
||||
| 5th | call lightning, plant growth |
|
||||
| 7th | divination, freedom of movement |
|
||||
| 9th | commune with nature, tree stride |
|
||||
| | |
|
||||
|
||||
**Table- Grassland Circle Spells**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|----------------------------------|
|
||||
| 3rd | invisibility, pass without trace |
|
||||
| 5th | daylight, haste |
|
||||
| 7th | divination, freedom of movement |
|
||||
| 9th | dream, insect plague |
|
||||
| | |
|
||||
|
||||
**Table- Mountain Circle Spells**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|---------------------------------|
|
||||
| 3rd | spider climb, spike growth |
|
||||
| 5th | lightning bolt, meld into stone |
|
||||
| 7th | stone shape, stoneskin |
|
||||
| 9th | passwall, wall of stone |
|
||||
| | |
|
||||
|
||||
**Table- Swamp Circle Spells**
|
||||
|
||||
| Druid Level | Circle Spells |
|
||||
|-------------|--------------------------------------|
|
||||
| 3rd | acid arrow, darkness |
|
||||
| 5th | water walk, stinking cloud |
|
||||
| 7th | freedom of movement, locate creature |
|
||||
| 9th | insect plague, scrying |
|
||||
| | |
|
||||
|
||||
#### Land's Stride
|
||||
|
||||
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
|
||||
|
||||
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
|
||||
|
||||
#### Nature's Ward
|
||||
|
||||
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
|
||||
|
||||
#### Nature's Sanctuary
|
||||
|
||||
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
|
||||
|
||||
The creature is aware of this effect before it makes its attack against you.
|
||||
|
||||
>**Sacred Plants and Wood**
|
||||
>
|
||||
>A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
|
||||
>
|
||||
>Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
|
||||
>
|
||||
>Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
|
||||
>
|
||||
>**Druids and the Gods**
|
||||
>
|
||||
>Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.
|
148
Classes/Fighter.md
Executable file
148
Classes/Fighter.md
Executable file
|
@ -0,0 +1,148 @@
|
|||
# Fighter
|
||||
|
||||
### Class Features
|
||||
|
||||
As a fighter, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d10 per fighter level
|
||||
|
||||
**Hit Points at 1st Level:** 10 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** All armor, shields
|
||||
|
||||
**Weapons:** Simple weapons, martial weapons
|
||||
|
||||
**Tools:** None
|
||||
|
||||
**Saving Throws:** Strength, Constitution
|
||||
|
||||
**Skills:** Choose two skills from Acrobatics, Animal, Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) chain mail or (*b*) leather armor, longbow, and 20 arrows
|
||||
- (*a*) a martial weapon and a shield or (*b*) two martial weapons
|
||||
- (*a*) a light crossbow and 20 bolts or (*b*) two handaxes
|
||||
- (*a*) a dungeoneer's pack or (*b*) an explorer's pack
|
||||
|
||||
**Table- The Fighter**
|
||||
|
||||
| Level | Proficiency Bonus | Features |
|
||||
|-------|-------------------|---------------------------------------------------|
|
||||
| 1st | +2 | Fighting Style, Second Wind |
|
||||
| 2nd | +2 | Action Surge (one use) |
|
||||
| 3rd | +2 | Martial Archetype |
|
||||
| 4th | +2 | Ability Score Improvement |
|
||||
| 5th | +3 | Extra Attack |
|
||||
| 6th | +3 | Ability Score Improvement |
|
||||
| 7th | +3 | Martial Archetype Feature |
|
||||
| 8th | +3 | Ability Score Improvement |
|
||||
| 9th | +4 | Indomitable (one use) |
|
||||
| 10th | +4 | Martial Archetype Feature |
|
||||
| 11th | +4 | Extra Attack (2) |
|
||||
| 12th | +4 | Ability Score Improvement |
|
||||
| 13th | +5 | Indomitable (two uses) |
|
||||
| 14th | +5 | Ability Score Improvement |
|
||||
| 15th | +5 | Martial Archetype Feature |
|
||||
| 16th | +5 | Ability Score Improvement |
|
||||
| 17th | +6 | Action Surge (two uses), Indomitable (three uses) |
|
||||
| 18th | +6 | Martial Archetype Feature |
|
||||
| 19th | +6 | Ability Score Improvement |
|
||||
| 20th | +6 | Extra Attack (3) |
|
||||
| | | |
|
||||
|
||||
### Fighting Style
|
||||
|
||||
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
|
||||
|
||||
#### Archery
|
||||
|
||||
You gain a +2 bonus to attack rolls you make with ranged weapons.
|
||||
|
||||
#### Defense
|
||||
|
||||
While you are wearing armor, you gain a +1 bonus to AC.
|
||||
|
||||
#### Dueling
|
||||
|
||||
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
|
||||
|
||||
#### Great Weapon Fighting
|
||||
|
||||
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
|
||||
|
||||
#### Protection
|
||||
|
||||
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
|
||||
|
||||
#### Two-Weapon Fighting
|
||||
|
||||
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
|
||||
|
||||
### Second Wind
|
||||
|
||||
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
|
||||
|
||||
### Action Surge
|
||||
|
||||
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
|
||||
|
||||
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
|
||||
|
||||
### Martial Archetype
|
||||
|
||||
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Extra Attack
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
|
||||
|
||||
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
|
||||
|
||||
### Indomitable
|
||||
|
||||
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
|
||||
|
||||
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
|
||||
|
||||
## Martial Archetypes
|
||||
|
||||
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
|
||||
|
||||
### Champion
|
||||
|
||||
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
|
||||
|
||||
#### Improved Critical
|
||||
|
||||
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
|
||||
|
||||
#### Remarkable Athlete
|
||||
|
||||
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
|
||||
|
||||
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
|
||||
|
||||
#### Additional Fighting Style
|
||||
|
||||
At 10th level, you can choose a second option from the Fighting Style class feature.
|
||||
|
||||
#### Superior Critical
|
||||
|
||||
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
|
||||
|
||||
#### Survivor
|
||||
|
||||
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
|
201
Classes/Monk.md
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Classes/Monk.md
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|
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|
|||
# Monk
|
||||
|
||||
### Class Features
|
||||
|
||||
As a monk, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d8 per monk level
|
||||
|
||||
**Hit Points at 1st Level:** 8 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** None
|
||||
|
||||
**Weapons:** Simple weapons, shortswords
|
||||
|
||||
**Tools:** Choose one type of artisan's tools or one musical instrument
|
||||
|
||||
**Saving Throws:** Strength, Dexterity
|
||||
|
||||
**Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a shortsword or (*b*) any simple weapon
|
||||
- (*a*) a dungeoneer's pack or (*b*) an explorer's pack
|
||||
- 10 darts
|
||||
|
||||
**Table- The Monk**
|
||||
|
||||
| Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Features |
|
||||
|-------|-------------------|--------------|-----------|--------------------|--------------------------------------------------|
|
||||
| 1st | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts |
|
||||
| 2nd | +2 | 1d4 | 2 | +10 ft. | Ki, Unarmored Movement |
|
||||
| 3rd | +2 | 1d4 | 3 | +10 ft. | Monastic Tradition, Deflect Missiles |
|
||||
| 4th | +2 | 1d4 | 4 | +10 ft. | Ability Score Improvement, Slow Fall |
|
||||
| 5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike |
|
||||
| 6th | +3 | 1d6 | 6 | +15 ft. | Ki-Empowered Strikes, Monastic Tradition Feature |
|
||||
| 7th | +3 | 1d6 | 7 | +15 ft. | Evasion, Stillness of Mind |
|
||||
| 8th | +3 | 1d6 | 8 | +15 ft. | Ability Score Improvement |
|
||||
| 9th | +4 | 1d6 | 9 | +15 ft. | Unarmored Movement improvement |
|
||||
| 10th | +4 | 1d6 | 10 | +20 ft. | Purity of Body |
|
||||
| 11th | +4 | 1d8 | 11 | +20 ft. | Monastic Tradition Feature |
|
||||
| 12th | +4 | 1d8 | 12 | +20 ft. | Ability Score Improvement |
|
||||
| 13th | +5 | 1d8 | 13 | +20 ft. | Tongue of the Sun and Moon |
|
||||
| 14th | +5 | 1d8 | 14 | +25 ft. | Diamond Soul |
|
||||
| 15th | +5 | 1d8 | 15 | +25 ft. | Timeless Body |
|
||||
| 16th | +5 | 1d8 | 16 | +25 ft. | Ability Score Improvement |
|
||||
| 17th | +6 | 1d10 | 17 | +25 ft. | Monastic Tradition Feature |
|
||||
| 18th | +6 | 1d10 | 18 | +30 ft. | Empty Body |
|
||||
| 19th | +6 | 1d10 | 19 | +30 ft. | Ability Score Improvement |
|
||||
| 20th | +6 | 1d10 | 20 | +30 ft. | Perfect Self |
|
||||
| | | | | | |
|
||||
|
||||
### Unarmored Defense
|
||||
|
||||
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
|
||||
|
||||
### Martial Arts
|
||||
|
||||
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two- handed or heavy property.
|
||||
|
||||
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
|
||||
|
||||
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
|
||||
- You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
|
||||
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
|
||||
|
||||
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.
|
||||
|
||||
### Ki
|
||||
|
||||
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
|
||||
|
||||
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
|
||||
|
||||
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
|
||||
|
||||
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
|
||||
|
||||
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
#### Flurry of Blows
|
||||
|
||||
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
|
||||
|
||||
#### Patient Defense
|
||||
|
||||
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
|
||||
|
||||
#### Step of the Wind
|
||||
|
||||
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
|
||||
|
||||
### Unarmored Movement
|
||||
|
||||
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
|
||||
|
||||
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
|
||||
|
||||
### Monastic Tradition
|
||||
|
||||
When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
|
||||
|
||||
### Deflect Missiles
|
||||
|
||||
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
|
||||
|
||||
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Slow Fall
|
||||
|
||||
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
|
||||
|
||||
### Extra Attack
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
|
||||
|
||||
### Stunning Strike
|
||||
|
||||
Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
|
||||
|
||||
### Ki-Empowered Strikes
|
||||
|
||||
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
|
||||
|
||||
### Evasion
|
||||
|
||||
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a *fireball* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
|
||||
|
||||
### Stillness of Mind
|
||||
|
||||
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
|
||||
|
||||
### Purity of Body
|
||||
|
||||
At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.
|
||||
|
||||
### Tongue of the Sun and Moon
|
||||
|
||||
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
|
||||
|
||||
### Diamond Soul
|
||||
|
||||
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
|
||||
|
||||
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
|
||||
|
||||
### Timeless Body
|
||||
|
||||
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
|
||||
|
||||
### Empty Body
|
||||
|
||||
Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
|
||||
|
||||
Additionally, you can spend 8 ki points to cast the *astral projection* spell, without needing material components. When you do so, you can't take any other creatures with you.
|
||||
|
||||
### Perfect Self
|
||||
|
||||
At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
|
||||
|
||||
## Monastic Traditions
|
||||
|
||||
Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
|
||||
|
||||
### Way of the Open Hand
|
||||
|
||||
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
|
||||
|
||||
#### Open Hand Technique
|
||||
|
||||
Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
|
||||
|
||||
- It must succeed on a Dexterity saving throw or be knocked prone.
|
||||
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
|
||||
- It can't take reactions until the end of your next turn.
|
||||
|
||||
#### Wholeness of Body
|
||||
|
||||
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.
|
||||
|
||||
#### Tranquility
|
||||
|
||||
Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a *sanctuary* spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
|
||||
|
||||
#### Quivering Palm
|
||||
|
||||
At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
|
||||
|
||||
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
|
257
Classes/Paladin.md
Executable file
257
Classes/Paladin.md
Executable file
|
@ -0,0 +1,257 @@
|
|||
# Paladin
|
||||
|
||||
### Class Features
|
||||
|
||||
As a paladin, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d10 per paladin level
|
||||
|
||||
**Hit Points at 1st Level:** 10 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per paladin level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** All armor, shields
|
||||
|
||||
**Weapons:** Simple weapons, martial weapons
|
||||
|
||||
**Tools:** None
|
||||
|
||||
**Saving Throws:** Wisdom, Charisma
|
||||
|
||||
**Skills:** Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a martial weapon and a shield or (*b*) two martial weapons
|
||||
- (*a*) five javelins or (*b*) any simple melee weapon
|
||||
- (*a*) a priest's pack or (*b*) an explorer's pack
|
||||
- Chain mail and a holy symbol
|
||||
|
||||
**Table- The Paladin**
|
||||
|
||||
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
|
||||
|-------|-------------------|--------------------------------------------|-----|-----|-----|-----|-----|
|
||||
| 1st | +2 | Divine Sense, Lay on Hands | - | - | - | - | - |
|
||||
| 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 2 | - | - | - | - |
|
||||
| 3rd | +2 | Divine Health, Sacred Oath | 3 | - | - | - | - |
|
||||
| 4th | +2 | Ability Score Improvement | 3 | - | - | - | - |
|
||||
| 5th | +3 | Extra Attack | 4 | 2 | - | - | - |
|
||||
| 6th | +3 | Aura of Protection | 4 | 2 | - | - | - |
|
||||
| 7th | +3 | Sacred Oath feature | 4 | 3 | - | - | - |
|
||||
| 8th | +3 | Ability Score Improvement | 4 | 3 | - | - | - |
|
||||
| 9th | +4 | - | 4 | 3 | 2 | - | - |
|
||||
| 10th | +4 | Aura of Courage | 4 | 3 | 2 | - | - |
|
||||
| 11th | +4 | Improved Divine Smite | 4 | 3 | 3 | - | - |
|
||||
| 12th | +4 | Ability Score Improvement | 4 | 3 | 3 | - | - |
|
||||
| 13th | +5 | - | 4 | 3 | 3 | 1 | - |
|
||||
| 14th | +5 | Cleansing Touch | 4 | 3 | 3 | 1 | - |
|
||||
| 15th | +5 | Sacred Oath feature | 4 | 3 | 3 | 2 | - |
|
||||
| 16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | - |
|
||||
| 17th | +6 | - | 4 | 3 | 3 | 3 | 1 |
|
||||
| 18th | +6 | Aura improvements | 4 | 3 | 3 | 3 | 1 |
|
||||
| 19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
|
||||
| 20th | +6 | Sacred Oath feature | 4 | 3 | 3 | 3 | 2 |
|
||||
| | | | | | | | |
|
||||
|
||||
### Divine Sense
|
||||
|
||||
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell.
|
||||
|
||||
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
|
||||
|
||||
### Lay on Hands
|
||||
|
||||
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
|
||||
|
||||
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
|
||||
|
||||
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
|
||||
|
||||
This feature has no effect on undead and constructs.
|
||||
|
||||
### Fighting Style
|
||||
|
||||
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
|
||||
|
||||
#### Defense
|
||||
|
||||
While you are wearing armor, you gain a +1 bonus to AC.
|
||||
|
||||
#### Dueling
|
||||
|
||||
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
|
||||
|
||||
#### Great Weapon Fighting
|
||||
|
||||
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
|
||||
|
||||
#### Protection
|
||||
|
||||
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
|
||||
|
||||
### Spellcasting
|
||||
|
||||
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
|
||||
|
||||
#### Preparing and Casting Spells
|
||||
|
||||
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
|
||||
|
||||
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
|
||||
|
||||
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds*, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells.
|
||||
|
||||
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
|
||||
|
||||
**Spell attack modifier** = your proficiency bonus + your Charisma modifier
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use a holy symbol as a spellcasting focus for your paladin spells.
|
||||
|
||||
### Divine Smite
|
||||
|
||||
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
|
||||
|
||||
### Divine Health
|
||||
|
||||
By 3rd level, the divine magic flowing through you makes you immune to disease.
|
||||
|
||||
### Sacred Oath
|
||||
|
||||
When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description.
|
||||
|
||||
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
|
||||
|
||||
#### Oath Spells
|
||||
|
||||
Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.
|
||||
|
||||
If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
|
||||
|
||||
#### Channel Divinity
|
||||
|
||||
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
|
||||
|
||||
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
|
||||
|
||||
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Extra Attack
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
|
||||
|
||||
### Aura of Protection
|
||||
|
||||
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
|
||||
|
||||
At 18th level, the range of this aura increases to 30 feet.
|
||||
|
||||
### Aura of Courage
|
||||
|
||||
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
|
||||
|
||||
At 18th level, the range of this aura increases to 30 feet.
|
||||
|
||||
### Improved Divine Smite
|
||||
|
||||
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.
|
||||
|
||||
### Cleansing Touch
|
||||
|
||||
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
|
||||
|
||||
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
|
||||
|
||||
## Sacred Oaths
|
||||
|
||||
Becoming a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.
|
||||
|
||||
### Oath of Devotion
|
||||
|
||||
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels-the perfect servants of good-as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
|
||||
|
||||
#### Tenets of Devotion
|
||||
|
||||
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
|
||||
|
||||
***Honesty***. Don't lie or cheat. Let your word be your promise.
|
||||
|
||||
***Courage***. Never fear to act, though caution is wise.
|
||||
|
||||
***Compassion***. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
|
||||
|
||||
***Honor***. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
|
||||
|
||||
***Duty***. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
|
||||
|
||||
#### Oath Spells
|
||||
|
||||
You gain oath spells at the paladin levels listed.
|
||||
|
||||
**Table- Oath of Devotion Spells**
|
||||
|
||||
| Level | Paladin Spells |
|
||||
|-------|------------------------------------------|
|
||||
| 3rd | protection from evil and good, sanctuary |
|
||||
| 5th | lesser restoration, zone of truth |
|
||||
| 9th | beacon of hope, dispel magic |
|
||||
| 13th | freedom of movement, guardian of faith |
|
||||
| 17th | commune, flame strike |
|
||||
| | |
|
||||
|
||||
#### Channel Divinity
|
||||
|
||||
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
|
||||
|
||||
***Sacred Weapon***. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
|
||||
|
||||
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
|
||||
|
||||
***Turn the Unholy***. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
|
||||
|
||||
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
|
||||
|
||||
#### Aura of Devotion
|
||||
|
||||
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.
|
||||
|
||||
At 18th level, the range of this aura increases to 30 feet.
|
||||
|
||||
##### Purity of Spirit
|
||||
|
||||
Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell.
|
||||
|
||||
#### Holy Nimbus
|
||||
|
||||
At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.
|
||||
|
||||
Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
|
||||
|
||||
In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.
|
||||
|
||||
Once you use this feature, you can't use it again until you finish a long rest.
|
||||
|
||||
>**Breaking Your Oath**
|
||||
>
|
||||
>A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
|
||||
>
|
||||
>A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all- night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.
|
||||
>
|
||||
>If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM's discretion, an impenitent paladin might be forced to abandon this class and adopt another.
|
221
Classes/Ranger.md
Executable file
221
Classes/Ranger.md
Executable file
|
@ -0,0 +1,221 @@
|
|||
# Ranger
|
||||
|
||||
### Class Features
|
||||
|
||||
As a ranger, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d10 per ranger level
|
||||
|
||||
**Hit Points at 1st Level:** 10 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per ranger level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** Light armor, medium armor, shields
|
||||
|
||||
**Weapons:** Simple weapons, martial weapons
|
||||
|
||||
**Tools:** None
|
||||
|
||||
**Saving Throws:** Strength, Dexterity
|
||||
|
||||
**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) scale mail or (*b*) leather armor
|
||||
- (*a*) two shortswords or (*b*) two simple melee weapons
|
||||
- (*a*) a dungeoneer's pack or (*b*) an explorer's pack
|
||||
- A longbow and a quiver of 20 arrows
|
||||
|
||||
**Table- The Ranger**
|
||||
|
||||
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|
||||
|-------|-------------------|---------------------------------------------------|--------------|-----|-----|-----|-----|-----|
|
||||
| 1st | +2 | Favored Enemy, Natural Explorer | - | - | - | - | - | - |
|
||||
| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | - | - | - | - |
|
||||
| 3rd | +2 | Ranger Archetype, Primeval Awareness | 3 | 3 | - | - | - | - |
|
||||
| 4th | +2 | Ability Score Improvement | 3 | 3 | - | - | - | - |
|
||||
| 5th | +3 | Extra Attack | 4 | 4 | 2 | - | - | - |
|
||||
| 6th | +3 | Favored Enemy and Natural Explorer improvements | 4 | 4 | 2 | - | - | - |
|
||||
| 7th | +3 | Ranger Archetype feature | 5 | 4 | 3 | - | - | - |
|
||||
| 8th | +3 | Ability Score Improvement, Land's Stride | 5 | 4 | 3 | - | - | - |
|
||||
| 9th | +4 | - | 6 | 4 | 3 | 2 | - | - |
|
||||
| 10th | +4 | Natural Explorer improvement, Hide in Plain Sight | 6 | 4 | 3 | 2 | - | - |
|
||||
| 11th | +4 | Ranger Archetype feature | 7 | 4 | 3 | 3 | - | - |
|
||||
| 12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | - | - |
|
||||
| 13th | +5 | - | 8 | 4 | 3 | 3 | 1 | - |
|
||||
| 14th | +5 | Favored Enemy improvement, Vanish | 8 | 4 | 3 | 3 | 1 | - |
|
||||
| 15th | +5 | Ranger Archetype feature | 9 | 4 | 3 | 3 | 2 | - |
|
||||
| 16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | - |
|
||||
| 17th | +6 | - | 10 | 4 | 3 | 3 | 3 | 1 |
|
||||
| 18th | +6 | Feral Senses | 10 | 4 | 3 | 3 | 3 | 1 |
|
||||
| 19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
|
||||
| 20th | +6 | Foe Slayer | 11 | 4 | 3 | 3 | 3 | 2 |
|
||||
| | | | | | | | | |
|
||||
|
||||
### Favored Enemy
|
||||
|
||||
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
|
||||
|
||||
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
|
||||
|
||||
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
|
||||
|
||||
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
|
||||
|
||||
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
|
||||
|
||||
### Natural Explorer
|
||||
|
||||
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.
|
||||
|
||||
While traveling for an hour or more in your favored terrain, you gain the following benefits:
|
||||
|
||||
- Difficult terrain doesn't slow your group's travel.
|
||||
- Your group can't become lost except by magical means.
|
||||
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
|
||||
- If you are traveling alone, you can move stealthily at a normal pace.
|
||||
- When you forage, you find twice as much food as you normally would.
|
||||
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
|
||||
|
||||
You choose additional favored terrain types at 6th and 10th level.
|
||||
|
||||
### Fighting Style
|
||||
|
||||
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
|
||||
|
||||
#### Archery
|
||||
|
||||
You gain a +2 bonus to attack rolls you make with ranged weapons.
|
||||
|
||||
#### Defense
|
||||
|
||||
While you are wearing armor, you gain a +1 bonus to AC.
|
||||
|
||||
#### Dueling
|
||||
|
||||
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
|
||||
|
||||
#### Two-Weapon Fighting
|
||||
|
||||
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
|
||||
|
||||
### Spellcasting
|
||||
|
||||
By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See the general rules for spellcasting and the ranger spell list.
|
||||
|
||||
#### Spell Slots
|
||||
|
||||
The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
|
||||
|
||||
For example, if you know the 1st-level spell *animal friendship* and have a 1st-level and a 2nd-level spell slot available, you can cast *animal friendship* using either slot.
|
||||
|
||||
#### Spells Known of 1st Level and Higher
|
||||
|
||||
You know two 1st-level spells of your choice from the ranger spell list.
|
||||
|
||||
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
|
||||
|
||||
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
|
||||
|
||||
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
|
||||
|
||||
### Ranger Archetype
|
||||
|
||||
At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
|
||||
|
||||
### Primeval Awareness
|
||||
|
||||
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Extra Attack
|
||||
|
||||
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
|
||||
|
||||
### Land's Stride
|
||||
|
||||
Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
|
||||
|
||||
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
|
||||
|
||||
### Hide in Plain Sight
|
||||
|
||||
Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
|
||||
|
||||
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
|
||||
|
||||
### Vanish
|
||||
|
||||
Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
|
||||
|
||||
### Feral Senses
|
||||
|
||||
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
|
||||
|
||||
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
|
||||
|
||||
### Foe Slayer
|
||||
|
||||
At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
|
||||
|
||||
## Ranger Archetypes
|
||||
|
||||
The ideal of the ranger has two classic expressions: the Hunter and the Beast Master.
|
||||
|
||||
### Hunter
|
||||
|
||||
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.
|
||||
|
||||
#### Hunter's Prey
|
||||
|
||||
At 3rd level, you gain one of the following features of your choice.
|
||||
|
||||
***Colossus Slayer***. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
|
||||
|
||||
***Giant Killer***. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
|
||||
|
||||
***Horde Breaker***. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
|
||||
|
||||
#### Defensive Tactics
|
||||
|
||||
At 7th level, you gain one of the following features of your choice.
|
||||
|
||||
***Escape the Horde***. Opportunity attacks against you are made with disadvantage.
|
||||
|
||||
***Multiattack Defense***. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
|
||||
|
||||
***Steel Will***. You have advantage on saving throws against being frightened.
|
||||
|
||||
#### Multiattack
|
||||
|
||||
At 11th level, you gain one of the following features of your choice.
|
||||
|
||||
***Volley***. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
|
||||
|
||||
***Whirlwind Attack***. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
|
||||
|
||||
#### Superior Hunter's Defense
|
||||
|
||||
At 15th level, you gain one of the following features of your choice.
|
||||
|
||||
***Evasion***. When you are subjected to an effect, such as a red dragon's fiery breath or a *lightning bolt* spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
|
||||
|
||||
***Stand Against the Tide***. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
|
||||
|
||||
***Uncanny Dodge***. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
|
152
Classes/Rogue.md
Executable file
152
Classes/Rogue.md
Executable file
|
@ -0,0 +1,152 @@
|
|||
# Rogue
|
||||
|
||||
### Class Features
|
||||
|
||||
As a rogue, you have the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d8 per rogue level
|
||||
|
||||
**Hit Points at 1st Level:** 8 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** Light armor
|
||||
|
||||
**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords
|
||||
|
||||
**Tools:** Thieves' tools
|
||||
|
||||
**Saving Throws:** Dexterity, Intelligence
|
||||
|
||||
**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a rapier or (*b*) a shortsword
|
||||
- (*a*) a shortbow and quiver of 20 arrows or (*b*) a shortsword
|
||||
- (*a*) a burglar's pack, (*b*) a dungeoneer's pack, or (*c*) an explorer's pack
|
||||
- Leather armor, two daggers, and thieves' tools
|
||||
|
||||
**Table- The Rogue**
|
||||
|
||||
| Level | Proficiency Bonus | Sneak Attack | Features |
|
||||
|-------|-------------------|--------------|----------------------------------------|
|
||||
| 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
|
||||
| 2nd | +2 | 1d6 | Cunning Action |
|
||||
| 3rd | +2 | 2d6 | Roguish Archetype |
|
||||
| 4th | +2 | 2d6 | Ability Score Improvement |
|
||||
| 5th | +3 | 3d6 | Uncanny Dodge |
|
||||
| 6th | +3 | 3d6 | Expertise |
|
||||
| 7th | +3 | 4d6 | Evasion |
|
||||
| 8th | +3 | 4d6 | Ability Score Improvement |
|
||||
| 9th | +4 | 5d6 | Roguish Archetype feature |
|
||||
| 10th | +4 | 5d6 | Ability Score Improvement |
|
||||
| 11th | +4 | 6d6 | Reliable Talent |
|
||||
| 12th | +4 | 6d6 | Ability Score Improvement |
|
||||
| 13th | +5 | 7d6 | Roguish Archetype Feature |
|
||||
| 14th | +5 | 7d6 | Blindsense |
|
||||
| 15th | +5 | 8d6 | Slippery Mind |
|
||||
| 16th | +5 | 8d6 | Ability Score Improvement |
|
||||
| 17th | +6 | 9d6 | Roguish Archetype Feature |
|
||||
| 18th | +6 | 9d6 | Elusive |
|
||||
| 19th | +6 | 10d6 | Ability Score Improvement |
|
||||
| 20th | +6 | 10d6 | Stroke of Luck |
|
||||
| | | | |
|
||||
|
||||
### Expertise
|
||||
|
||||
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
|
||||
|
||||
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
|
||||
|
||||
### Sneak Attack
|
||||
|
||||
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
|
||||
|
||||
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
|
||||
|
||||
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
|
||||
|
||||
### Thieves' Cant
|
||||
|
||||
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
|
||||
|
||||
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
|
||||
|
||||
### Cunning Action
|
||||
|
||||
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
|
||||
|
||||
### Roguish Archetype
|
||||
|
||||
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Uncanny Dodge
|
||||
|
||||
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
|
||||
|
||||
### Evasion
|
||||
|
||||
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an *ice storm* spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
|
||||
|
||||
### Reliable Talent
|
||||
|
||||
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
|
||||
|
||||
### Blindsense
|
||||
|
||||
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
|
||||
|
||||
### Slippery Mind
|
||||
|
||||
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
|
||||
|
||||
### Elusive
|
||||
|
||||
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
|
||||
|
||||
### Stroke of Luck
|
||||
|
||||
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
|
||||
|
||||
Once you use this feature, you can't use it again until you finish a short or long rest.
|
||||
|
||||
## Roguish Archetypes
|
||||
|
||||
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus-not necessarily an indication of your chosen profession, but a description of your preferred techniques.
|
||||
|
||||
### Thief
|
||||
|
||||
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
|
||||
|
||||
#### Fast Hands
|
||||
|
||||
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
|
||||
|
||||
#### Second-Story Work
|
||||
|
||||
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
|
||||
|
||||
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
|
||||
|
||||
#### Supreme Sneak
|
||||
|
||||
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
|
||||
|
||||
#### Use Magic Device
|
||||
|
||||
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
|
||||
|
||||
#### Thief's Reflexes
|
||||
|
||||
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
|
231
Classes/Sorcerer.md
Executable file
231
Classes/Sorcerer.md
Executable file
|
@ -0,0 +1,231 @@
|
|||
# Sorcerer
|
||||
|
||||
### Class Features
|
||||
|
||||
As a sorcerer, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d6 per sorcerer level
|
||||
|
||||
**Hit Points at 1st Level:** 6 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** None
|
||||
|
||||
**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
|
||||
|
||||
**Tools:** None
|
||||
|
||||
**Saving Throws:** Constitution, Charisma
|
||||
|
||||
**Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
|
||||
- (*a*) a component pouch or (*b*) an arcane focus
|
||||
- (*a*) a dungeoneer's pack or (*b*) an explorer's pack
|
||||
- Two daggers
|
||||
|
||||
**Table- The Sorcerer**
|
||||
|
||||
| Level | Proficiency Bonus | Sorcery Points | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
|-------|-------------------|----------------|--------------------------------|----------------|--------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
| 1st | +2 | - | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | - | - | - | - | - | - | - | - |
|
||||
| 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | - | - | - | - | - | - | - | - |
|
||||
| 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | - | - | - | - | - | - | - |
|
||||
| 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | - | - | - | - | - | - | - |
|
||||
| 5th | +3 | 5 | - | 5 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
|
||||
| 6th | +3 | 6 | Sorcerous Origin Feature | 5 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
|
||||
| 7th | +3 | 7 | - | 5 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
|
||||
| 8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
|
||||
| 9th | +4 | 9 | - | 5 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
|
||||
| 10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
|
||||
| 11th | +4 | 11 | - | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 13th | +5 | 13 | - | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 14th | +5 | 14 | Sorcerous Origin Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 15th | +5 | 15 | - | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 17th | +6 | 17 | Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
| 18th | +6 | 18 | Sorcerous Origin Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
| 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
| 20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
| | | | | | | | | | | | | | | |
|
||||
|
||||
### Spellcasting
|
||||
|
||||
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
|
||||
|
||||
#### Cantrips
|
||||
|
||||
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
|
||||
|
||||
#### Spell Slots
|
||||
|
||||
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
|
||||
|
||||
For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either slot.
|
||||
|
||||
#### Spells Known of 1st Level and Higher
|
||||
|
||||
You know two 1st-level spells of your choice from the sorcerer spell list.
|
||||
|
||||
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
|
||||
|
||||
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
|
||||
|
||||
**Spell attack modifier** = your proficiency bonus + your Charisma modifier
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
|
||||
|
||||
### Sorcerous Origin
|
||||
|
||||
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.
|
||||
|
||||
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
|
||||
|
||||
### Font of Magic
|
||||
|
||||
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
|
||||
|
||||
#### Sorcery Points
|
||||
|
||||
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
|
||||
|
||||
#### Flexible Casting
|
||||
|
||||
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Any spell slot you create with this feature vanishes when you finish a long rest.
|
||||
|
||||
***Creating Spell Slots***. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
|
||||
|
||||
Any spell slot you create with this feature vanishes when you finish a long rest.
|
||||
|
||||
**Table- Creating Spell Slots**
|
||||
|
||||
| Spell Slot Level | Sorcery Point Cost |
|
||||
|------------------|--------------------|
|
||||
| 1st | 2 |
|
||||
| 2nd | 3 |
|
||||
| 3rd | 5 |
|
||||
| 4th | 6 |
|
||||
| 5th | 7 |
|
||||
| | |
|
||||
|
||||
***Converting a Spell Slot to Sorcery Points***. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
|
||||
|
||||
### Metamagic
|
||||
|
||||
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
|
||||
|
||||
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
|
||||
|
||||
#### Careful Spell
|
||||
|
||||
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
|
||||
|
||||
#### Distant Spell
|
||||
|
||||
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
|
||||
|
||||
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
|
||||
|
||||
#### Empowered Spell
|
||||
|
||||
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
|
||||
|
||||
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
|
||||
|
||||
#### Extended Spell
|
||||
|
||||
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
|
||||
|
||||
#### Heightened Spell
|
||||
|
||||
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
|
||||
|
||||
#### Quickened Spell
|
||||
|
||||
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
|
||||
|
||||
#### Subtle Spell
|
||||
|
||||
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
|
||||
|
||||
#### Twinned Spell
|
||||
|
||||
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
|
||||
|
||||
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, *magic missile* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Sorcerous Restoration
|
||||
|
||||
At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
|
||||
|
||||
## Sorcerous Origins
|
||||
|
||||
Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic.
|
||||
|
||||
### Draconic Bloodline
|
||||
|
||||
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
|
||||
|
||||
#### Dragon Ancestor
|
||||
|
||||
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
|
||||
|
||||
**Table- Draconic Ancestry**
|
||||
|
||||
| Dragon | Damage Type |
|
||||
|--------|-------------|
|
||||
| Black | Acid |
|
||||
| Blue | Lightning |
|
||||
| Brass | Fire |
|
||||
| Bronze | Lightning |
|
||||
| Copper | Acid |
|
||||
| Gold | Fire |
|
||||
| Green | Poison |
|
||||
| Red | Fire |
|
||||
| Silver | Cold |
|
||||
| White | Cold |
|
||||
| | |
|
||||
|
||||
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
|
||||
|
||||
#### Draconic Resilience
|
||||
|
||||
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
|
||||
|
||||
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
|
||||
|
||||
#### Elemental Affinity
|
||||
|
||||
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
|
||||
|
||||
#### Dragon Wings
|
||||
|
||||
At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.
|
||||
|
||||
You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
|
||||
|
||||
#### Draconic Presence
|
||||
|
||||
Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
|
381
Classes/Warlock.md
Executable file
381
Classes/Warlock.md
Executable file
|
@ -0,0 +1,381 @@
|
|||
# Warlock
|
||||
|
||||
### Class Features
|
||||
|
||||
As a warlock, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d8 per warlock level
|
||||
|
||||
**Hit Points at 1st Level:** 8 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per warlock level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** Light armor
|
||||
|
||||
**Weapons:** Simple weapons
|
||||
|
||||
**Tools:** None
|
||||
|
||||
**Saving Throws:** Wisdom, Charisma
|
||||
|
||||
**Skills:** Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a light crossbow and 20 bolts or (*b*) any simple weapon
|
||||
- (*a*) a component pouch or (*b*) an arcane focus
|
||||
- (*a*) a scholar's pack or (*b*) a dungeoneer's pack
|
||||
- Leather armor, any simple weapon, and two daggers
|
||||
|
||||
**Table- The Warlock**
|
||||
|
||||
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Invocations Known |
|
||||
|-------|-------------------|---------------------------------|----------------|--------------|-------------|------------|-------------------|
|
||||
| 1st | +2 | Otherworldly Patron, Pact Magic | 2 | 2 | 1 | 1st | - |
|
||||
| 2nd | +2 | Eldritch Invocations | 2 | 3 | 2 | 1st | 2 |
|
||||
| 3rd | +2 | Pact Boon | 2 | 4 | 2 | 2nd | 2 |
|
||||
| 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 2 |
|
||||
| 5th | +3 | - | 3 | 6 | 2 | 3rd | 3 |
|
||||
| 6th | +3 | Otherworldly Patron feature | 3 | 7 | 2 | 3rd | 3 |
|
||||
| 7th | +3 | - | 3 | 8 | 2 | 4th | 4 |
|
||||
| 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 4 |
|
||||
| 9th | +4 | - | 3 | 10 | 2 | 5th | 5 |
|
||||
| 10th | +4 | Otherworldly Patron feature | 4 | 10 | 2 | 5th | 5 |
|
||||
| 11th | +4 | Mystic Arcanum (6th level) | 4 | 11 | 3 | 5th | 5 |
|
||||
| 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 6 |
|
||||
| 13th | +5 | Mystic Arcanum (7th level) | 4 | 12 | 3 | 5th | 6 |
|
||||
| 14th | +5 | Otherworldly Patron feature | 4 | 12 | 3 | 5th | 6 |
|
||||
| 15th | +5 | Mystic Arcanum (8th level) | 4 | 13 | 3 | 5th | 7 |
|
||||
| 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 7 |
|
||||
| 17th | +6 | Mystic Arcanum (9th level) | 4 | 14 | 4 | 5th | 7 |
|
||||
| 18th | +6 | - | 4 | 14 | 4 | 5th | 8 |
|
||||
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 8 |
|
||||
| 20th | +6 | Eldritch Master | 4 | 15 | 4 | 5th | 8 |
|
||||
| | | | | | | | |
|
||||
|
||||
### Otherworldly Patron
|
||||
|
||||
At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
|
||||
|
||||
### Pact Magic
|
||||
|
||||
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
|
||||
|
||||
#### Cantrips
|
||||
|
||||
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
|
||||
|
||||
#### Spell Slots
|
||||
|
||||
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
|
||||
|
||||
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell *witch bolt*, you must spend one of those slots, and you cast it as a 3rd-level spell.
|
||||
|
||||
#### Spells Known of 1st Level and Higher
|
||||
|
||||
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.
|
||||
|
||||
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
|
||||
|
||||
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
|
||||
|
||||
**Spell attack modifier** = your proficiency bonus + your Charisma modifier
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use an arcane focus as a spellcasting focus for your warlock spells.
|
||||
|
||||
### Eldritch Invocations
|
||||
|
||||
In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
|
||||
|
||||
At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
|
||||
|
||||
Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
|
||||
|
||||
### Pact Boon
|
||||
|
||||
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
|
||||
|
||||
#### Pact of the Chain
|
||||
|
||||
You learn the *find familiar* spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
|
||||
|
||||
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
|
||||
|
||||
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
|
||||
|
||||
#### Pact of the Blade
|
||||
|
||||
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
|
||||
|
||||
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
|
||||
|
||||
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
|
||||
|
||||
#### Pact of the Tome
|
||||
|
||||
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
|
||||
|
||||
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Mystic Arcanum
|
||||
|
||||
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum.
|
||||
|
||||
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
|
||||
|
||||
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
|
||||
|
||||
### Eldritch Master
|
||||
|
||||
At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
|
||||
|
||||
### Eldritch Invocations
|
||||
|
||||
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
|
||||
|
||||
#### Agonizing Blast
|
||||
|
||||
*Prerequisite: Eldritch Blast cantrip*
|
||||
|
||||
When you cast *eldritch blast*, add your Charisma modifier to the damage it deals on a hit.
|
||||
|
||||
#### Armor of Shadows
|
||||
|
||||
You can cast *mage armor* on yourself at will, without expending a spell slot or material components.
|
||||
|
||||
#### Ascendant Step
|
||||
|
||||
*Prerequisite: 9th level*
|
||||
|
||||
You can cast *levitate* on yourself at will, without expending a spell slot or material components.
|
||||
|
||||
#### Beast Speech
|
||||
|
||||
You can cast *speak with animals* at will, without expending a spell slot.
|
||||
|
||||
#### Beguiling Influence
|
||||
|
||||
You gain proficiency in the Deception and Persuasion skills.
|
||||
|
||||
#### Bewitching Whispers
|
||||
|
||||
*Prerequisite: 7th level*
|
||||
|
||||
You can cast *compulsion* once using a warlock spell slot. You can't do so again until you finish a long rest.
|
||||
|
||||
#### Book of Ancient Secrets
|
||||
|
||||
*Prerequisite: Pact of the Tome feature*
|
||||
|
||||
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
|
||||
|
||||
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
|
||||
|
||||
#### Chains of Carceri
|
||||
|
||||
*Prerequisite: 15th level, Pact of the Chain feature*
|
||||
|
||||
You can cast *hold monster* at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
|
||||
|
||||
#### Devil's Sight
|
||||
|
||||
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
|
||||
|
||||
#### Dreadful Word
|
||||
|
||||
*Prerequisite: 7th level*
|
||||
|
||||
You can cast *confusion* once using a warlock spell slot. You can't do so again until you finish a long rest.
|
||||
|
||||
#### Eldritch Sight
|
||||
|
||||
You can cast *detect magic* at will, without expending a spell slot.
|
||||
|
||||
#### Eldritch Spear
|
||||
|
||||
*Prerequisite: Eldritch Blast cantrip*
|
||||
|
||||
When you cast *eldritch blast*, its range is 300 feet.
|
||||
|
||||
#### Eyes of the Rune Keeper
|
||||
|
||||
You can read all writing.
|
||||
|
||||
#### Fiendish Vigor
|
||||
|
||||
You can cast *false life* on yourself at will as a 1st-level spell, without expending a spell slot or material components.
|
||||
|
||||
#### Gaze of Two Minds
|
||||
|
||||
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
|
||||
|
||||
#### Lifedrinker
|
||||
|
||||
*Prerequisite: 12th level, Pact of the Blade feature*
|
||||
|
||||
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
|
||||
|
||||
#### Mask of Many Faces
|
||||
|
||||
You can cast *disguise self* at will, without expending a spell slot.
|
||||
|
||||
#### Master of Myriad Forms
|
||||
|
||||
*Prerequisite: 15th level*
|
||||
|
||||
You can cast *alter self* at will, without expending a spell slot.
|
||||
|
||||
#### Minions of Chaos
|
||||
|
||||
*Prerequisite: 9th level*
|
||||
|
||||
You can cast *conjure elemental* once using a warlock spell slot. You can't do so again until you finish a long rest.
|
||||
|
||||
#### Mire the Mind
|
||||
|
||||
*Prerequisite: 5th level*
|
||||
|
||||
You can cast *slow* once using a warlock spell slot. You can't do so again until you finish a long rest.
|
||||
|
||||
#### Misty Visions
|
||||
|
||||
You can cast *silent image* at will, without expending a spell slot or material components.
|
||||
|
||||
#### One with Shadows
|
||||
|
||||
*Prerequisite: 5th level*
|
||||
|
||||
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
|
||||
|
||||
#### Otherworldly Leap
|
||||
|
||||
*Prerequisite: 9th level*
|
||||
|
||||
You can cast *jump* on yourself at will, without expending a spell slot or material components.
|
||||
|
||||
#### Repelling Blast
|
||||
|
||||
*Prerequisite: Eldritch Blast cantrip*
|
||||
|
||||
When you hit a creature with *eldritch blast*, you can push the creature up to 10 feet away from you in a straight line.
|
||||
|
||||
#### Sculptor of Flesh
|
||||
|
||||
*Prerequisite: 7th level*
|
||||
|
||||
You can cast *polymorph* once using a warlock spell slot. You can't do so again until you finish a long rest.
|
||||
|
||||
#### Sign of Ill Omen
|
||||
|
||||
*Prerequisite: 5th level*
|
||||
|
||||
You can cast *bestow curse* once using a warlock spell slot. You can't do so again until you finish a long rest.
|
||||
|
||||
#### Thief of Five Fates
|
||||
|
||||
You can cast *bane* once using a warlock spell slot. You can't do so again until you finish a long rest.
|
||||
|
||||
#### Thirsting Blade
|
||||
|
||||
*Prerequisite: 5th level, Pact of the Blade feature*
|
||||
|
||||
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
|
||||
|
||||
#### Visions of Distant Realms
|
||||
|
||||
*Prerequisite: 15th level*
|
||||
|
||||
You can cast *arcane eye* at will, without expending a spell slot.
|
||||
|
||||
#### Voice of the Chain Master
|
||||
|
||||
*Prerequisite: Pact of the Chain feature*
|
||||
|
||||
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
|
||||
|
||||
#### Whispers of the Grave
|
||||
|
||||
*Prerequisite: 9th level*
|
||||
|
||||
You can cast *speak with dead* at will, without expending a spell slot.
|
||||
|
||||
#### Witch Sight
|
||||
|
||||
*Prerequisite: 15th level*
|
||||
|
||||
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
|
||||
|
||||
## Otherworldly Patrons
|
||||
|
||||
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
|
||||
|
||||
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
|
||||
|
||||
### The Fiend
|
||||
|
||||
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.
|
||||
|
||||
#### Expanded Spell List
|
||||
|
||||
The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
|
||||
|
||||
**Table- Fiend Expanded Spells**
|
||||
|
||||
| Spell Level | Spells |
|
||||
|-------------|-----------------------------------|
|
||||
| 1st | burning hands, command |
|
||||
| 2nd | blindness/deafness, scorching ray |
|
||||
| 3rd | fireball, stinking cloud |
|
||||
| 4th | fire shield, wall of fire |
|
||||
| 5th | flame strike, hallow |
|
||||
| | |
|
||||
|
||||
#### Dark One's Blessing
|
||||
|
||||
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
|
||||
|
||||
#### Dark One's Own Luck
|
||||
|
||||
Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
|
||||
|
||||
Once you use this feature, you can't use it again until you finish a short or long rest.
|
||||
|
||||
#### Fiendish Resilience
|
||||
|
||||
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
|
||||
|
||||
#### Hurl Through Hell
|
||||
|
||||
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
|
||||
|
||||
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
|
||||
|
||||
Once you use this feature, you can't use it again until you finish a long rest.
|
||||
|
||||
>**Your Pact Boon**
|
||||
>
|
||||
>Each Pact Boon option produces a special creature or an object that reflects your patron's nature.
|
||||
>
|
||||
>***Pact of the Chain***. Your familiar is more cunning than a typical familiar. Its default form can be a reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One's nature is inscrutable, any familiar form is suitable for it.
|
||||
>
|
||||
>***Pact of the Blade***. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made of black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye.
|
||||
>
|
||||
>***Pact of the Tome***. Your Book of Shadows might be a fine, gilt-edged tome with spells of enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact with the Great Old One, holding scraps of spells that only your own burgeoning insanity allows you to understand and cast.
|
178
Classes/Wizard.md
Executable file
178
Classes/Wizard.md
Executable file
|
@ -0,0 +1,178 @@
|
|||
# Wizard
|
||||
|
||||
### Class Features
|
||||
|
||||
As a wizard, you gain the following class features.
|
||||
|
||||
#### Hit Points
|
||||
|
||||
**Hit Dice:** 1d6 per wizard level
|
||||
|
||||
**Hit Points at 1st Level:** 6 + your Constitution modifier
|
||||
|
||||
**Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per wizard level after 1st
|
||||
|
||||
#### Proficiencies
|
||||
|
||||
**Armor:** None
|
||||
|
||||
**Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows
|
||||
|
||||
**Tools:** None
|
||||
|
||||
**Saving Throws:** Intelligence, Wisdom
|
||||
|
||||
**Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
|
||||
|
||||
#### Equipment
|
||||
|
||||
You start with the following equipment, in addition to the equipment granted by your background:
|
||||
|
||||
- (*a*) a quarterstaff or (*b*) a dagger
|
||||
- (*a*) a component pouch or (*b*) an arcane focus
|
||||
- (*a*) a scholar's pack or (*b*) an explorer's pack
|
||||
- A spellbook
|
||||
|
||||
**Table- The Wizard**
|
||||
|
||||
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|
||||
|-------|-------------------|-------------------------------|----------------|-----|-----|-----|-----|-----|-----|-----|-----|-----|
|
||||
| 1st | +2 | Spellcasting, Arcane Recovery | 3 | 2 | - | - | - | - | - | - | - | - |
|
||||
| 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
|
||||
| 3rd | +2 | - | 3 | 4 | 2 | - | - | - | - | - | - | - |
|
||||
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
|
||||
| 5th | +3 | - | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
|
||||
| 6th | +3 | Arcane Tradition Feature | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
|
||||
| 7th | +3 | - | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
|
||||
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
|
||||
| 9th | +4 | - | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
|
||||
| 10th | +4 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
|
||||
| 11th | +4 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
|
||||
| 13th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 14th | +5 | Arcane Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
|
||||
| 15th | +5 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
|
||||
| 17th | +6 | - | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
|
||||
| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
|
||||
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
|
||||
| 20th | +6 | Signature Spell | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
|
||||
| | | | | | | | | | | | | |
|
||||
|
||||
### Spellcasting
|
||||
|
||||
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
|
||||
|
||||
#### Cantrips
|
||||
|
||||
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
|
||||
|
||||
#### Spellbook
|
||||
|
||||
At 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.
|
||||
|
||||
#### Preparing and Casting Spells
|
||||
|
||||
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
|
||||
|
||||
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
|
||||
|
||||
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell *magic missile*, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
|
||||
|
||||
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
|
||||
|
||||
#### Spellcasting Ability
|
||||
|
||||
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
|
||||
|
||||
**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier
|
||||
|
||||
**Spell attack modifier** = your proficiency bonus + your Intelligence modifier
|
||||
|
||||
#### Ritual Casting
|
||||
|
||||
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
|
||||
|
||||
#### Spellcasting Focus
|
||||
|
||||
You can use an arcane focus as a spellcasting focus for your wizard spells.
|
||||
|
||||
#### Learning Spells of 1st Level and Higher
|
||||
|
||||
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
|
||||
|
||||
### Arcane Recovery
|
||||
|
||||
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
|
||||
|
||||
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
|
||||
|
||||
### Arcane Tradition
|
||||
|
||||
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.
|
||||
|
||||
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
|
||||
|
||||
### Ability Score Improvement
|
||||
|
||||
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
|
||||
|
||||
### Spell Mastery
|
||||
|
||||
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
|
||||
|
||||
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
|
||||
|
||||
### Signature Spells
|
||||
|
||||
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
|
||||
|
||||
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
|
||||
|
||||
## Arcane Traditions
|
||||
|
||||
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in fantasy gaming worlds, with various traditions dedicated to its complex study.
|
||||
|
||||
The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
|
||||
|
||||
### School of Evocation
|
||||
|
||||
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
|
||||
|
||||
#### Evocation Savant
|
||||
|
||||
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.
|
||||
|
||||
#### Sculpt Spells
|
||||
|
||||
Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
|
||||
|
||||
#### Potent Cantrip
|
||||
|
||||
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
|
||||
|
||||
#### Empowered Evocation
|
||||
|
||||
Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
|
||||
|
||||
#### Overchannel
|
||||
|
||||
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.
|
||||
|
||||
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
|
||||
|
||||
>**Your Spellbook**
|
||||
>
|
||||
>The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
|
||||
>
|
||||
>***Copying a Spell into the Book***. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
|
||||
>
|
||||
>Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
|
||||
>
|
||||
>For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
|
||||
>
|
||||
>***Replacing the Book***. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
|
||||
>
|
||||
>*If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
|
||||
>
|
||||
>***The Book's Appearance***. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
|
94
Equipment/Armor.md
Executable file
94
Equipment/Armor.md
Executable file
|
@ -0,0 +1,94 @@
|
|||
# Armor
|
||||
|
||||
Fantasy gaming worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.
|
||||
|
||||
The Armor table shows the cost, weight, and other properties of the common types of armor worn in fantasy gaming worlds.
|
||||
|
||||
***Armor Proficiency***. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.
|
||||
|
||||
***Armor Class (AC)***. Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
|
||||
|
||||
***Heavy Armor***. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
|
||||
|
||||
***Stealth***. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
|
||||
|
||||
***Shields***. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
|
||||
|
||||
## Light Armor
|
||||
|
||||
Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
|
||||
|
||||
***Padded***. Padded armor consists of quilted layers of cloth and batting.
|
||||
|
||||
***Leather***. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
|
||||
|
||||
***Studded Leather***. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
|
||||
|
||||
## Medium Armor
|
||||
|
||||
Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
|
||||
|
||||
***Hide***. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.
|
||||
|
||||
***Chain Shirt***. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
|
||||
|
||||
***Scale Mail***. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
|
||||
|
||||
***Breastplate***. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
|
||||
|
||||
***Half Plate***. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
|
||||
|
||||
## Heavy Armor
|
||||
|
||||
Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.
|
||||
|
||||
Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.
|
||||
|
||||
***Ring Mail***. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
|
||||
|
||||
***Chain Mail***. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
|
||||
|
||||
***Splint***. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
|
||||
|
||||
***Plate***. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
|
||||
|
||||
**Table- Armor**
|
||||
|
||||
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|
||||
|------------------|----------|---------------------------|----------|--------------|--------|
|
||||
| **Light Armor** | | | | | |
|
||||
| Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. |
|
||||
| Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. |
|
||||
| Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. |
|
||||
| **Medium Armor** | | | | | |
|
||||
| Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. |
|
||||
| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. |
|
||||
| Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. |
|
||||
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. |
|
||||
| Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. |
|
||||
| **Heavy Armor** | | | | | |
|
||||
| Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb. |
|
||||
| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. |
|
||||
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
|
||||
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
|
||||
| Shield | | | | | |
|
||||
| Shield | 10 gp | +2 | - | - | 6 lb. |
|
||||
| | | | | | |
|
||||
|
||||
## Getting Into and Out of Armor
|
||||
|
||||
The time it takes to don or doff armor depends on the armor's category.
|
||||
|
||||
***Don***. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.
|
||||
|
||||
***Doff***. This is the time it takes to take off armor. If you have help, reduce this time by half.
|
||||
|
||||
**Table- Donning and Doffing Armor**
|
||||
|
||||
| Category | Don | Doff |
|
||||
|--------------|------------|-----------|
|
||||
| Light Armor | 1 minute | 1 minute |
|
||||
| Medium Armor | 5 minutes | 1 minute |
|
||||
| Heavy Armor | 10 minutes | 5 minutes |
|
||||
| Shield | 1 action | 1 action |
|
||||
| | | |
|
24
Equipment/Coinage.md
Executable file
24
Equipment/Coinage.md
Executable file
|
@ -0,0 +1,24 @@
|
|||
# Coinage
|
||||
|
||||
Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
|
||||
|
||||
With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The old piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
|
||||
|
||||
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn.
|
||||
|
||||
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
|
||||
|
||||
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
|
||||
|
||||
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.
|
||||
|
||||
**Table- Standard Exchange Rates**
|
||||
|
||||
| Coin | CP | SP | EP | GP | PP |
|
||||
|---------------|-------|------|------|-------|---------|
|
||||
| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1,000 |
|
||||
| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 |
|
||||
| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 |
|
||||
| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 |
|
||||
| Platinum (pp) | 1,000 | 100 | 20 | 10 | 1 |
|
||||
| | | | | | |
|
109
Equipment/Expenses.md
Executable file
109
Equipment/Expenses.md
Executable file
|
@ -0,0 +1,109 @@
|
|||
# Expenses
|
||||
|
||||
When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.
|
||||
|
||||
## Lifestyle Expenses
|
||||
|
||||
Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
|
||||
|
||||
At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
|
||||
|
||||
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.
|
||||
|
||||
**Table- Lifestyle Expenses**
|
||||
|
||||
| Lifestyle | Price/Day |
|
||||
|--------------|---------------|
|
||||
| Wretched | - |
|
||||
| Squalid | 1 sp |
|
||||
| Poor | 2 sp |
|
||||
| Modest | 1 gp |
|
||||
| Comfortable | 2 gp |
|
||||
| Wealthy | 4 gp |
|
||||
| Aristocratic | 10 gp minimum |
|
||||
| | |
|
||||
|
||||
***Wretched***. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.
|
||||
|
||||
***Squalid***. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.
|
||||
|
||||
***Poor***. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.
|
||||
|
||||
***Modest***. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.
|
||||
|
||||
***Comfortable***. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.
|
||||
|
||||
***Wealthy***. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.
|
||||
|
||||
***Aristocratic***. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.
|
||||
|
||||
## Food, Drink, and Lodging
|
||||
|
||||
The Food, Drink, and Lodging table gives prices for individual food items and a single night's lodging. These prices are included in your total lifestyle expenses.
|
||||
|
||||
**Table- Food, Drink, and Lodging**
|
||||
|
||||
| Item | Cost |
|
||||
|------------------------|-------|
|
||||
| *Ale* | |
|
||||
| ~ Gallon | 2 sp |
|
||||
| ~ Mug | 4 cp |
|
||||
| Banquet (per person) | 10 gp |
|
||||
| Bread, loaf | 2 cp |
|
||||
| Cheese, hunk | 1 sp |
|
||||
| *Inn stay (per day)* | |
|
||||
| ~ Squalid | 7 cp |
|
||||
| ~ Poor | 1 sp |
|
||||
| ~ Modest | 5 sp |
|
||||
| ~ Comfortable | 8 sp |
|
||||
| ~ Wealthy | 2 gp |
|
||||
| ~ Aristocratic | 4 gp |
|
||||
| *Meals (per day)* | |
|
||||
| ~ Squalid | 3 cp |
|
||||
| ~ Poor | 6 cp |
|
||||
| ~ Modest | 3 sp |
|
||||
| ~ Comfortable | 5 sp |
|
||||
| ~ Wealthy | 8 sp |
|
||||
| ~ Aristocratic | 2 gp |
|
||||
| Meat, chunk | 3 sp |
|
||||
| *Wine* | |
|
||||
| ~ Common (pitcher) | 2 sp |
|
||||
| ~ Fine (bottle) | 10 gp |
|
||||
| | |
|
||||
|
||||
> **Self-Sufficiency**
|
||||
>
|
||||
>The expenses and lifestyles described here assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford-paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.
|
||||
>
|
||||
>Maintaining this kind of lifestyle doesn't require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.
|
||||
|
||||
## Services
|
||||
|
||||
Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.
|
||||
|
||||
Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the *secret chest* spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke.
|
||||
|
||||
Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.
|
||||
|
||||
Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.
|
||||
|
||||
**Table- Services**
|
||||
|
||||
| Service Pay | Pay |
|
||||
|-------------------|---------------|
|
||||
| *Coach cab* | |
|
||||
| ~ Between towns | 3 cp per mile |
|
||||
| ~ Within a city | 1 cp |
|
||||
| *Hireling* | |
|
||||
| ~ Skilled | 2 gp per day |
|
||||
| ~ Untrained | 2 sp per day |
|
||||
| Messenger | 2 cp per mile |
|
||||
| Road or gate toll | 1 cp |
|
||||
| Ship's passage | 1 sp per mile |
|
||||
| | |
|
||||
|
||||
## Spellcasting Services
|
||||
|
||||
People who are able to cast spells don't fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.
|
||||
|
||||
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
|
225
Equipment/Gear.md
Executable file
225
Equipment/Gear.md
Executable file
|
@ -0,0 +1,225 @@
|
|||
# Adventuring Gear
|
||||
|
||||
This section describes items that have special rules or require further explanation.
|
||||
|
||||
***Acid***. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
|
||||
|
||||
***Alchemist's Fire***. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
|
||||
|
||||
***Antitoxin***. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
|
||||
|
||||
***Arcane Focus***. An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item- designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
|
||||
|
||||
***Ball Bearings***. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.
|
||||
|
||||
***Block and Tackle***. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
|
||||
|
||||
***Book***. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).
|
||||
|
||||
***Caltrops***. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
|
||||
|
||||
***Candle***. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
|
||||
|
||||
***Case, Crossbow Bolt***. This wooden case can hold up to twenty crossbow bolts.
|
||||
|
||||
***Case, Map or Scroll***. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
|
||||
|
||||
***Chain***. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
|
||||
|
||||
***Climber's Kit***. A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.
|
||||
|
||||
***Component Pouch***. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
|
||||
|
||||
***Crowbar***. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
|
||||
|
||||
***Druidic Focus***. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
|
||||
|
||||
***Fishing Tackle***. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
|
||||
|
||||
***Holy Symbol***. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
|
||||
|
||||
***Holy Water***. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
|
||||
|
||||
***Hunting Trap***. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
|
||||
|
||||
***Lamp***. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
|
||||
|
||||
***Lock***. A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.
|
||||
|
||||
***Magnifying Glass***. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
|
||||
|
||||
***Manacles***. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
|
||||
|
||||
***Mess Kit***. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
|
||||
|
||||
***Oil***. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
|
||||
|
||||
***Poison, Basic***. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
|
||||
|
||||
***Potion of Healing***. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
|
||||
|
||||
***Pouch***. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
|
||||
|
||||
***Rations***. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
|
||||
|
||||
***Rope***. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
|
||||
|
||||
***Scale, Merchant's***. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
|
||||
|
||||
***Spellbook***. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
|
||||
|
||||
***Spyglass***. Objects viewed through a spyglass are magnified to twice their size.
|
||||
|
||||
***Tent***. A simple and portable canvas shelter, a tent sleeps two.
|
||||
|
||||
***Tinderbox***. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute.
|
||||
|
||||
***Torch***. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
|
||||
|
||||
**Equipment Packs**
|
||||
|
||||
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
|
||||
|
||||
***Burglar's Pack (16 gp)***. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
|
||||
|
||||
***Diplomat's Pack (39 gp)***. Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
|
||||
|
||||
***Dungeoneer's Pack (12 gp)***. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
|
||||
|
||||
***Entertainer's Pack (40 gp)***. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
|
||||
|
||||
***Explorer's Pack (10 gp)***. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
|
||||
|
||||
***Priest's Pack (19 gp)***. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
|
||||
|
||||
***Scholar's Pack (40 gp)***. Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
|
||||
|
||||
**Table- Adventuring Gear**
|
||||
|
||||
| Item | Cost | Weight |
|
||||
|------------------------------|----------|--------------|
|
||||
| Abacus | 2 gp | 2 lb. |
|
||||
| Acid (vial) | 25 gp | 1 lb. |
|
||||
| Alchemist's fire (flask) | 50 gp | 1 lb. |
|
||||
| *Ammunition* | | |
|
||||
| ~ Arrows (20) | 1 gp | 1 lb. |
|
||||
| ~ Blowgun needles (50) | 1 gp | 1 lb. |
|
||||
| ~ Crossbow bolts (20) | 1 gp | 1½ lb. |
|
||||
| ~ Sling bullets (20) | 4 cp | 1½ lb. |
|
||||
| Antitoxin (vial) | 50 gp | - |
|
||||
| *Arcane focus* | | |
|
||||
| ~ Crystal | 10 gp | 1 lb. |
|
||||
| ~ Orb | 20 gp | 3 lb. |
|
||||
| ~ Rod | 10 gp | 2 lb. |
|
||||
| ~ Staff | 5 gp | 4 lb. |
|
||||
| ~ Wand | 10 gp | 1 lb. |
|
||||
| Backpack | 2 gp | 5 lb. |
|
||||
| Ball bearings (bag of 1,000) | 1 gp | 2 lb. |
|
||||
| Barrel | 2 gp | 70 lb. |
|
||||
| Basket | 4 sp | 2 lb. |
|
||||
| Bedroll | 1 gp | 7 lb. |
|
||||
| Bell | 1 gp | - |
|
||||
| Blanket | 5 sp | 3 lb. |
|
||||
| Block and tackle | 1 gp | 5 lb. |
|
||||
| Book | 25 gp | 5 lb. |
|
||||
| Bottle, glass | 2 gp | 2 lb. |
|
||||
| Bucket | 5 cp | 2 lb. |
|
||||
| Caltrops (bag of 20) | 1 gp | 2 lb. |
|
||||
| Candle | 1 cp | - |
|
||||
| Case, crossbow bolt | 1 gp | 1 lb. |
|
||||
| Case, map or scroll | 1 gp | 1 lb. |
|
||||
| Chain (10 feet) | 5 gp | 10 lb. |
|
||||
| Chalk (1 piece) | 1 cp | - |
|
||||
| Chest | 5 gp | 25 lb. |
|
||||
| Climber's kit | 25 gp | 12 lb. |
|
||||
| Clothes, common | 5 sp | 3 lb. |
|
||||
| Clothes, costume | 5 gp | 4 lb. |
|
||||
| Clothes, fine | 15 gp | 6 lb. |
|
||||
| Clothes, traveler's | 2 gp | 4 lb. |
|
||||
| Component pouch | 25 gp | 2 lb. |
|
||||
| Crowbar | 2 gp | 5 lb. |
|
||||
| *Druidic focus* | | |
|
||||
| ~ Sprig of mistletoe | 1 gp | - |
|
||||
| ~ Totem | 1 gp | - |
|
||||
| ~ Wooden staff | 5 gp | 4 lb. |
|
||||
| ~ Yew wand | 10 gp | 1 lb. |
|
||||
| Fishing tackle | 1 gp | 4 lb. |
|
||||
| Flask or tankard | 2 cp | 1 lb. |
|
||||
| Grappling hook | 2 gp | 4 lb. |
|
||||
| Hammer | 1 gp | 3 lb. |
|
||||
| Hammer, sledge | 2 gp | 10 lb. |
|
||||
| Healer's kit | 5 gp | 3 lb. |
|
||||
| *Holy symbol* | | |
|
||||
| ~ Amulet | 5 gp | 1 lb. |
|
||||
| ~ Emblem | 5 gp | - |
|
||||
| ~ Reliquary | 5 gp | 2 lb. |
|
||||
| Holy water (flask) | 25 gp | 1 lb. |
|
||||
| Hourglass | 25 gp | 1 lb. |
|
||||
| Hunting trap | 5 gp | 25 lb. |
|
||||
| Ink (1 ounce bottle) | 10 gp | - |
|
||||
| Ink pen | 2 cp | - |
|
||||
| Jug or pitcher | 2 cp | 4 lb. |
|
||||
| Ladder (10-foot) | 1 sp | 25 lb. |
|
||||
| Lamp | 5 sp | 1 lb. |
|
||||
| Lantern, bullseye | 10 gp | 2 lb. |
|
||||
| Lantern, hooded | 5 gp | 2 lb. |
|
||||
| Lock | 10 gp | 1 lb. |
|
||||
| Magnifying glass | 100 gp | - |
|
||||
| Manacles | 2 gp | 6 lb. |
|
||||
| Mess kit | 2 sp | 1 lb. |
|
||||
| Mirror, steel | 5 gp | 1/2 lb. |
|
||||
| Oil (flask) | 1 sp | 1 lb. |
|
||||
| Paper (one sheet) | 2 sp | - |
|
||||
| Parchment (one sheet) | 1 sp | - |
|
||||
| Perfume (vial) | 5 gp | - |
|
||||
| Pick, miner's | 2 gp | 10 lb. |
|
||||
| Piton | 5 cp | 1/4 lb. |
|
||||
| Poison, basic (vial) | 100 gp | - |
|
||||
| Pole (10-foot) | 5 cp | 7 lb. |
|
||||
| Pot, iron | 2 gp | 10 lb. |
|
||||
| Potion of healing 5 | 0 gp | 1/2 lb. |
|
||||
| Pouch | 5 sp | 1 lb. |
|
||||
| Quiver | 1 gp | 1 lb. |
|
||||
| Ram, portable | 4 gp | 35 lb. |
|
||||
| Rations (1 day) | 5 sp | 2 lb. |
|
||||
| Robes | 1 gp | 4 lb. |
|
||||
| Rope, hempen (50 feet) | 1 gp | 10 lb. |
|
||||
| Rope, silk (50 feet) | 10 gp | 5 lb. |
|
||||
| Sack | 1 cp | 1/2 lb. |
|
||||
| Scale, merchant's | 5 gp | 3 lb. |
|
||||
| Sealing wax | 5 sp | - |
|
||||
| Shovel | 2 gp | 5 lb. |
|
||||
| Signal whistle | 5 cp | - |
|
||||
| Signet ring | 5 gp | - |
|
||||
| Soap | 2 cp | - |
|
||||
| Spellbook | 50 gp | 3 lb. |
|
||||
| Spikes, iron (10) | 1 gp | 5 lb. |
|
||||
| Spyglass | 1,000 gp | 1 lb. |
|
||||
| Tent, two-person | 2 gp | 20 lb. |
|
||||
| Tinderbox | 5 sp | 1 lb. |
|
||||
| Torch | 1 cp | 1 lb. |
|
||||
| Vial | 1 gp | - |
|
||||
| Waterskin | 2 sp | 5 lb. (full) |
|
||||
| Whetstone | 1 cp | 1 lb. |
|
||||
| | | |
|
||||
|
||||
**Table- Container Capacity**
|
||||
|
||||
| Container | Capacity |
|
||||
|------------------|----------------------------------------|
|
||||
| Backpack* | 1 cubic foot/30 pounds of gear |
|
||||
| Barrel | 40 gallons liquid, 4 cubic feet solid |
|
||||
| Basket | 2 cubic feet/40 pounds of gear |
|
||||
| Bottle | 1½ pints liquid |
|
||||
| Bucket | 3 gallons liquid, 1/2 cubic foot solid |
|
||||
| Chest | 12 cubic feet/300 pounds of gear |
|
||||
| Flask or tankard | 1 pint liquid |
|
||||
| Jug or pitcher | 1 gallon liquid |
|
||||
| Pot, iron | 1 gallon liquid |
|
||||
| Pouch | 1/5 cubic foot/6 pounds of gear |
|
||||
| Sack | 1 cubic foot/30 pounds of gear |
|
||||
| Vial | 4 ounces liquid |
|
||||
| Waterskin | 4 pints liquid |
|
||||
| | |
|
||||
|
||||
\* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
|
11
Equipment/Selling Treasure.md
Executable file
11
Equipment/Selling Treasure.md
Executable file
|
@ -0,0 +1,11 @@
|
|||
# Selling Treasure
|
||||
|
||||
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.
|
||||
|
||||
***Arms, Armor, and Other Equipment***. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.
|
||||
|
||||
***Magic Items***. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn't too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won't normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.
|
||||
|
||||
***Gems, Jewelry, and Art Objects***. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.
|
||||
|
||||
***Trade Goods***. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency.
|
68
Equipment/Tools.md
Executable file
68
Equipment/Tools.md
Executable file
|
@ -0,0 +1,68 @@
|
|||
# Tools
|
||||
|
||||
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.
|
||||
|
||||
**Table- Tools**
|
||||
|
||||
| Item | Cost | Weight |
|
||||
|---------------------------|-------|--------|
|
||||
| *Artisan's tools* | | |
|
||||
| ~ Alchemist's supplies | 50 gp | 8 lb. |
|
||||
| ~ Brewer's supplies | 20 gp | 9 lb. |
|
||||
| ~ Calligrapher's supplies | 10 gp | 5 lb. |
|
||||
| ~ Carpenter's tools | 8 gp | 6 lb. |
|
||||
| ~ Cartographer's tools | 15 gp | 6 lb. |
|
||||
| ~ Cobbler's tools | 5 gp | 5 lb. |
|
||||
| ~ Cook's utensils | 1 gp | 8 lb. |
|
||||
| ~ Glassblower's tools | 30 gp | 5 lb. |
|
||||
| ~ Jeweler's tools | 25 gp | 2 lb. |
|
||||
| ~ Leatherworker's tools | 5 gp | 5 lb. |
|
||||
| ~ Mason's tools | 10 gp | 8 lb. |
|
||||
| ~ Painter's supplies | 10 gp | 5 lb. |
|
||||
| ~ Potter's tools | 10 gp | 3 lb. |
|
||||
| ~ Smith's tools | 20 gp | 8 lb. |
|
||||
| ~ Tinker's tools | 50 gp | 10 lb. |
|
||||
| ~ Weaver's tools | 1 gp | 5 lb. |
|
||||
| ~ Woodcarver's tools | 1 gp | 5 lb. |
|
||||
| Disguise kit | 25 gp | 3 lb. |
|
||||
| Forgery kit | 15 gp | 5 lb. |
|
||||
| *Gaming set* | | |
|
||||
| ~ Dice set | 1 sp | - |
|
||||
| ~ Playing card set | 5 sp | - |
|
||||
| Herbalism kit | 5 gp | 3 lb. |
|
||||
| *Musical instrument* | | |
|
||||
| ~ Bagpipes | 30 gp | 6 lb. |
|
||||
| ~ Drum | 6 gp | 3 lb. |
|
||||
| ~ Dulcimer | 25 gp | 10 lb. |
|
||||
| ~ Flute | 2 gp | 1 lb. |
|
||||
| ~ Lute | 35 gp | 2 lb. |
|
||||
| ~ Lyre | 30 gp | 2 lb. |
|
||||
| ~ Horn | 3 gp | 2 lb. |
|
||||
| ~ Pan flute | 12 gp | 2 lb. |
|
||||
| ~ Shawm | 2 gp | 1 lb. |
|
||||
| ~ Viol | 30 gp | 1 lb. |
|
||||
| Navigator's tools | 25 gp | 2 lb. |
|
||||
| Poisoner's kit | 50 gp | 2 lb. |
|
||||
| Thieves' tools | 25 gp | 1 lb. |
|
||||
| Vehicles (land or water) | * | * |
|
||||
| | | |
|
||||
|
||||
\* See the "Mounts and Vehicles" section.
|
||||
|
||||
***Artisan's Tools***. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
|
||||
|
||||
***Disguise Kit***. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
|
||||
|
||||
***Forgery Kit***. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
|
||||
|
||||
***Gaming Set***. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
|
||||
|
||||
***Herbalism Kit***. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
|
||||
|
||||
***Musical Instrument***. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
|
||||
|
||||
***Navigator's Tools***. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
|
||||
|
||||
***Poisoner's Kit***. A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
|
||||
|
||||
***Thieves' Tools***. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
|
24
Equipment/Trade Goods.md
Executable file
24
Equipment/Trade Goods.md
Executable file
|
@ -0,0 +1,24 @@
|
|||
# Trade Goods
|
||||
|
||||
Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).
|
||||
|
||||
Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.
|
||||
|
||||
**Table- Cost of Trade Goods**
|
||||
|
||||
| Cost | Goods |
|
||||
|--------|----------------------------------------------|
|
||||
| 1 cp | 1 lb. of wheat |
|
||||
| 2 cp | 1 lb. of flour or one chicken |
|
||||
| 5 cp | 1 lb. of salt |
|
||||
| 1 sp | 1 lb. of iron or 1 sq. yd. of canvas |
|
||||
| 5 sp | 1 lb. of copper or 1 sq. yd. of cotton cloth |
|
||||
| 1 gp | 1 lb. of ginger or one goat |
|
||||
| 2 gp | 1 lb. of cinnamon or pepper, or one sheep |
|
||||
| 3 gp | 1 lb. of cloves or one pig |
|
||||
| 5 gp | 1 lb. of silver or 1 sq. yd. of linen |
|
||||
| 10 gp | 1 sq. yd. of silk or one cow |
|
||||
| 15 gp | 1 lb. of saffron or one ox |
|
||||
| 50 gp | 1 lb. of gold |
|
||||
| 500 gp | 1 lb. of platinum |
|
||||
| | |
|
62
Equipment/Transportation.md
Executable file
62
Equipment/Transportation.md
Executable file
|
@ -0,0 +1,62 @@
|
|||
# Mounts and Vehicles
|
||||
|
||||
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.
|
||||
|
||||
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
|
||||
|
||||
Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.
|
||||
|
||||
***Barding***. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
|
||||
|
||||
***Saddles***. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.
|
||||
|
||||
***Vehicle Proficiency***. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
|
||||
|
||||
***Rowed Vessels***. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
|
||||
|
||||
**Table- Mounts and Other Animals**
|
||||
|
||||
| Item | Cost | Speed | Carrying Capacity |
|
||||
|----------------|--------|--------|-------------------|
|
||||
| Camel | 50 gp | 50 ft. | 480 lb. |
|
||||
| Donkey or mule | 8 gp | 40 ft. | 420 lb. |
|
||||
| Elephant | 200 gp | 40 ft. | 1,320 lb. |
|
||||
| Horse, draft | 50 gp | 40 ft. | 540 lb. |
|
||||
| Horse, riding | 75 gp | 60 ft. | 480 lb. |
|
||||
| Mastiff | 25 gp | 40 ft. | 195 lb. |
|
||||
| Pony | 30 gp | 40 ft. | 225 lb. |
|
||||
| Warhorse | 400 gp | 60 ft. | 540 lb. |
|
||||
| | | | |
|
||||
|
||||
**Table- Tack, Harness, and Drawn Vehicles**
|
||||
|
||||
| Item | Cost | Weight |
|
||||
|--------------------|--------|---------|
|
||||
| Barding | ×4 | ×2 |
|
||||
| Bit and bridle | 2 gp | 1 lb. |
|
||||
| Carriage | 100 gp | 600 lb. |
|
||||
| Cart | 15 gp | 200 lb. |
|
||||
| Chariot | 250 gp | 100 lb. |
|
||||
| Feed (per day) | 5 cp | 10 lb. |
|
||||
| *Saddle* | | |
|
||||
| ~ Exotic | 60 gp | 40 lb. |
|
||||
| ~ Military | 20 gp | 30 lb. |
|
||||
| ~ Pack | 5 gp | 15 lb. |
|
||||
| ~ Riding | 10 gp | 25 lb. |
|
||||
| Saddlebags | 4 gp | 8 lb. |
|
||||
| Sled | 20 gp | 300 lb. |
|
||||
| Stabling (per day) | 5 sp | - |
|
||||
| Wagon | 35 gp | 400 lb. |
|
||||
| | | |
|
||||
|
||||
**Table- Waterborne Vehicles**
|
||||
|
||||
| Item | Cost | Speed |
|
||||
|--------------|-----------|--------|
|
||||
| Galley | 30,000 gp | 4 mph |
|
||||
| Keelboat | 3,000 gp | 1 mph |
|
||||
| Longship | 10,000 gp | 3 mph |
|
||||
| Rowboat | 50 gp | 1½ mph |
|
||||
| Sailing ship | 10,000 gp | 2 mph |
|
||||
| Warship | 25,000 gp | 2½ mph |
|
||||
| | | |
|
108
Equipment/Weapons.md
Executable file
108
Equipment/Weapons.md
Executable file
|
@ -0,0 +1,108 @@
|
|||
# Weapons
|
||||
|
||||
Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
|
||||
|
||||
The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance.
|
||||
|
||||
## Weapon Proficiency
|
||||
|
||||
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are **simple** and **martial**. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use.
|
||||
|
||||
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
|
||||
|
||||
## Weapon Properties
|
||||
|
||||
Many weapons have special properties related to their use, as shown in the Weapons table.
|
||||
|
||||
***Ammunition***. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
|
||||
|
||||
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.
|
||||
|
||||
***Finesse***. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
|
||||
|
||||
***Heavy***. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
|
||||
|
||||
***Light***. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
|
||||
|
||||
***Loading***. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
|
||||
|
||||
***Range***. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
|
||||
|
||||
***Reach***. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
|
||||
|
||||
***Special***. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).
|
||||
|
||||
***Thrown***. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
|
||||
|
||||
***Two-Handed***. This weapon requires two hands when you attack with it.
|
||||
|
||||
***Versatile***. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
|
||||
|
||||
### Improvised Weapons
|
||||
|
||||
Sometimes characters don't have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin.
|
||||
|
||||
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM's option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.
|
||||
|
||||
An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
|
||||
|
||||
#### Silvered Weapons
|
||||
|
||||
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
|
||||
|
||||
#### Special Weapons
|
||||
|
||||
Weapons with special rules are described here.
|
||||
|
||||
***Lance***. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.
|
||||
|
||||
***Net***. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
|
||||
|
||||
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
|
||||
|
||||
**Table- Weapons**
|
||||
|
||||
| Name | Cost | Damage | Weight | Properties |
|
||||
|----------------------------|-------|-----------------|---------|--------------------------------------------------------|
|
||||
| **Simple Melee Weapons** | | | | |
|
||||
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
|
||||
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
|
||||
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
|
||||
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
|
||||
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
|
||||
| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
|
||||
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - |
|
||||
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
|
||||
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
|
||||
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
|
||||
| **Simple Ranged Weapons** | | | | |
|
||||
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
|
||||
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
|
||||
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
|
||||
| Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) |
|
||||
| **Martial Melee Weapons** | | | | |
|
||||
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
|
||||
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - |
|
||||
| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
|
||||
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
|
||||
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
|
||||
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
|
||||
| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |
|
||||
| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
|
||||
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
|
||||
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | - |
|
||||
| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
|
||||
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |
|
||||
| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |
|
||||
| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |
|
||||
| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |
|
||||
| War pick | 5 gp | 1d8 piercing | 2 lb. | - |
|
||||
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
|
||||
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
|
||||
| **Martial Ranged Weapons** | | | | |
|
||||
| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
|
||||
| Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
|
||||
| Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
|
||||
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
|
||||
| Net | 1 gp | - | 3 lb. | Special, thrown (range 5/15) |
|
||||
| | | | | |
|
114
Gamemastering/Conditions.md
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114
Gamemastering/Conditions.md
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|
@ -0,0 +1,114 @@
|
|||
# Conditions
|
||||
|
||||
Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.
|
||||
|
||||
A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.
|
||||
|
||||
If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.
|
||||
|
||||
The following definitions specify what happens to a creature while it is subjected to a condition.
|
||||
|
||||
## Blinded
|
||||
|
||||
- A blinded creature can't see and automatically fails any ability check that requires sight.
|
||||
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
|
||||
|
||||
## Charmed
|
||||
|
||||
- A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
|
||||
- The charmer has advantage on any ability check to interact socially with the creature.
|
||||
|
||||
## Deafened
|
||||
|
||||
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
|
||||
|
||||
## Exhaustion
|
||||
|
||||
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
|
||||
|
||||
**Table- Exhaustion Effects**
|
||||
|
||||
| Level | Effect |
|
||||
|-------|------------------------------------------------|
|
||||
| 1 | Disadvantage on ability checks |
|
||||
| 2 | Speed halved |
|
||||
| 3 | Disadvantage on attack rolls and saving throws |
|
||||
| 4 | Hit point maximum halved |
|
||||
| 5 | Speed reduced to 0 |
|
||||
| 6 | Death |
|
||||
| | |
|
||||
|
||||
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
|
||||
|
||||
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
|
||||
|
||||
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
|
||||
|
||||
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.
|
||||
|
||||
## Frightened
|
||||
|
||||
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
|
||||
- The creature can't willingly move closer to the source of its fear.
|
||||
|
||||
## Grappled
|
||||
|
||||
- A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
|
||||
- The condition ends if the grappler is incapacitated (see the condition).
|
||||
- The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the *thunder-wave* spell.
|
||||
|
||||
## Incapacitated
|
||||
|
||||
- An incapacitated creature can't take actions or reactions.
|
||||
|
||||
## Invisible
|
||||
|
||||
- An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
|
||||
|
||||
- Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
|
||||
|
||||
## Paralyzed
|
||||
|
||||
- A paralyzed creature is incapacitated (see the condition) and can't move or speak.
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- Attack rolls against the creature have advantage.
|
||||
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
|
||||
|
||||
## Petrified
|
||||
|
||||
- A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
|
||||
- The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
|
||||
- Attack rolls against the creature have advantage.
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- The creature has resistance to all damage.
|
||||
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
|
||||
|
||||
## Poisoned
|
||||
|
||||
- A poisoned creature has disadvantage on attack rolls and ability checks.
|
||||
|
||||
## Prone
|
||||
|
||||
- A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
|
||||
- The creature has disadvantage on attack rolls.
|
||||
- An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
|
||||
|
||||
## Restrained
|
||||
|
||||
- A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
|
||||
- Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
|
||||
- The creature has disadvantage on Dexterity saving throws.
|
||||
|
||||
## Stunned
|
||||
|
||||
- A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- Attack rolls against the creature have advantage.
|
||||
|
||||
## Unconscious
|
||||
|
||||
- An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings
|
||||
- The creature drops whatever it's holding and falls prone.
|
||||
- The creature automatically fails Strength and Dexterity saving throws.
|
||||
- Attack rolls against the creature have advantage.
|
||||
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
|
41
Gamemastering/Diseases.md
Executable file
41
Gamemastering/Diseases.md
Executable file
|
@ -0,0 +1,41 @@
|
|||
# Diseases
|
||||
|
||||
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
|
||||
|
||||
A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of *lesser restoration*. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences.
|
||||
|
||||
A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell.
|
||||
|
||||
## Sample Diseases
|
||||
|
||||
The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign.
|
||||
|
||||
### Cackle Fever
|
||||
|
||||
This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks."
|
||||
|
||||
Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured.
|
||||
|
||||
Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success.
|
||||
|
||||
Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.
|
||||
|
||||
At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter.
|
||||
|
||||
### Sewer Plague
|
||||
|
||||
Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs.
|
||||
|
||||
When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.
|
||||
|
||||
It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.
|
||||
|
||||
At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.
|
||||
|
||||
### Sight Rot
|
||||
|
||||
This painful infection causes bleeding from the eyes and eventually blinds the victim.
|
||||
|
||||
A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as *lesser restoration* or *heal*.
|
||||
|
||||
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
|
75
Gamemastering/Madness.md
Executable file
75
Gamemastering/Madness.md
Executable file
|
@ -0,0 +1,75 @@
|
|||
# Madness
|
||||
|
||||
In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
|
||||
|
||||
## Going Mad
|
||||
|
||||
Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
|
||||
|
||||
Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw.
|
||||
|
||||
## Madness Effects
|
||||
|
||||
Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
|
||||
|
||||
A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
|
||||
|
||||
A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours.
|
||||
|
||||
A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.
|
||||
|
||||
**Table- Madness Short-Term Effects**
|
||||
|
||||
| d100 | Effect (lasts 1d10 minutes) |
|
||||
|--------|------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
|
||||
| 21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
|
||||
| 31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
|
||||
| 41-50 | The character begins babbling and is incapable of normal speech or spellcasting. |
|
||||
| 51-60 | The character must use his or her action each round to attack the nearest creature. |
|
||||
| 61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
|
||||
| 71-75 | The character does whatever anyone tells him or her to do that isn't obviously self- destructive. |
|
||||
| 76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
|
||||
| 81-90 | The character is stunned. |
|
||||
| 91-100 | The character falls unconscious. |
|
||||
| | |
|
||||
|
||||
**Table- Madness Long-Term Effects**
|
||||
|
||||
| d100 | Effect (lasts 1d10 × 10 hours) |
|
||||
|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
|
||||
| 11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
|
||||
| 21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
|
||||
| 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
|
||||
| 41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. |
|
||||
| 46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
|
||||
| 56-65 | The character is blinded (25%) or deafened (75%). |
|
||||
| 66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
|
||||
| 76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. |
|
||||
| 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
|
||||
| 91-95 | The character loses the ability to speak. |
|
||||
| 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
|
||||
| | |
|
||||
|
||||
**Table- Madness Indefinite Flaws**
|
||||
|
||||
| d100 | Flaw (lasts until cured) |
|
||||
|--------|------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 01-15 | "Being drunk keeps me sane." |
|
||||
| 16-25 | "I keep whatever I find." |
|
||||
| 26-30 | "I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name." |
|
||||
| 31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." |
|
||||
| 36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." |
|
||||
| 46-50 | "I find it hard to care about anything that goes on around me." |
|
||||
| 51-55 | "I don't like the way people judge me all the time." |
|
||||
| 56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." |
|
||||
| 71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." |
|
||||
| 81-85 | "There's only one person I can trust. And only I can see this special friend." |
|
||||
| 86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." |
|
||||
| 96-100 | "I've discovered that I really like killing people." |
|
||||
| | |
|
||||
|
||||
### Curing Madness
|
||||
|
||||
A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.
|
42
Gamemastering/Objects.md
Executable file
42
Gamemastering/Objects.md
Executable file
|
@ -0,0 +1,42 @@
|
|||
# Objects
|
||||
|
||||
When characters need to saw through ropes, shatter a window, or smash a vampire's coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a character's success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.
|
||||
|
||||
For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
|
||||
|
||||
## Statistics for Objects
|
||||
|
||||
When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.
|
||||
|
||||
***Armor Class***. An object's Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.
|
||||
|
||||
**Table- Object's Armor Class**
|
||||
|
||||
| Substance | AC |
|
||||
|---------------------|----|
|
||||
| Cloth, paper, rope | 11 |
|
||||
| Crystal, glass, ice | 13 |
|
||||
| Wood, bone | 15 |
|
||||
| Stone | 17 |
|
||||
| Iron, steel | 19 |
|
||||
| Mithral | 21 |
|
||||
| Adamantine | 23 |
|
||||
| | |
|
||||
|
||||
***Hit Points***. An object's hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.
|
||||
|
||||
**Table- Object's Hit Points**
|
||||
|
||||
| Size | Fragile | Resilient |
|
||||
|-------------------------------------|----------|-----------|
|
||||
| Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
|
||||
| Small (chest, lute) | 3 (1d6) | 10 (3d6) |
|
||||
| Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
|
||||
| Large (cart, 10-ft-by-10-ft window) | 5 (1d10) | 27 (5d10) |
|
||||
| | | |
|
||||
|
||||
***Huge and Gargantuan Objects***. Normal weapons are of little use against many Huge and Gargantuan objects, such as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an *earthquake* spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each section's hit points separately. Destroying one of those sections could ruin the entire object. For example, a Gargantuan statue of a human might topple over when one of its Large legs is reduced to 0 hit points.
|
||||
|
||||
***Objects and Damage Types***. Objects are immune to poison and psychic damage. You might decide that some damage types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can't effectively cut down a tree. As always, use your best judgment.
|
||||
|
||||
***Damage Threshold***. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object's damage threshold is considered superficial and doesn't reduce the object's hit points.
|
116
Gamemastering/Pantheons.md
Executable file
116
Gamemastering/Pantheons.md
Executable file
|
@ -0,0 +1,116 @@
|
|||
# Pantheons
|
||||
|
||||
The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.
|
||||
|
||||
## The Celtic Pantheon
|
||||
|
||||
It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak-and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.
|
||||
|
||||
The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.
|
||||
|
||||
**Table- Celtic Deities**
|
||||
|
||||
| Deity | Alignment | Suggested Domains | Symbol |
|
||||
|---------------------------------------------------|-----------|-------------------|------------------------------------|
|
||||
| The Daghdha, god of weather and crops | CG | Nature, Trickery | Bubbling cauldron or shield |
|
||||
| Arawn, god of life and death | NE | Life, Death | Black star on gray background |
|
||||
| Belenus, god of sun, light, and warmth | NG | Light | Solar disk and standing stones |
|
||||
| Brigantia, goddess of rivers and livestock | NG | Life | Footbridge |
|
||||
| Diancecht, god of medicine and healing | LG | Life | Crossed oak and mistletoe branches |
|
||||
| Dunatis, god of mountains and peaks | N | Nature | Red sun-capped mountain peak |
|
||||
| Goibhniu, god of smiths and healing | NG | Knowledge, Life | Giant mallet over sword |
|
||||
| Lugh, god of arts, travel, and commerce | CN | Knowledge, Life | Pair of long hands |
|
||||
| Manannan mac Lir, god of oceans and sea creatures | LN | Nature, Tempest | Wave of white water on green |
|
||||
| Math Mathonwy, god of magic | NE | Knowledge | Staff |
|
||||
| Morrigan, goddess of battle | CE | War | Two crossed spears |
|
||||
| Nuada, god of war and warriors | N | War | Silver hand on black background |
|
||||
| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |
|
||||
| Silvanus, god of nature and forests | N | Nature | Summer oak tree |
|
||||
| | | | |
|
||||
|
||||
## The Greek Pantheon
|
||||
|
||||
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too.
|
||||
|
||||
**Table- Greek Deities**
|
||||
|
||||
| Deity | Alignment | Suggested Domains | Symbol |
|
||||
|--------------------------------------------|-----------|------------------------|---------------------------------------|
|
||||
| Zeus, god of the sky, ruler of the gods | N | Tempest | Fist full of lightning bolts |
|
||||
| Aphrodite, goddess of love and beauty | CG | Light | Sea shell |
|
||||
| Apollo, god of light, music, and healing | CG | Knowledge, Life, Light | Lyre |
|
||||
| Ares, god of war and strife | CE | War | Spear |
|
||||
| Artemis, goddess of hunting and childbirth | NG | Life, Nature | Bow and arrow on lunar disk |
|
||||
| Athena, goddess of wisdom and civilization | LG | Knowledge, War | Owl |
|
||||
| Demeter, goddess of agriculture | NG | Life | Mare's head |
|
||||
| Dionysus, god of mirth and wine | CN | Life | Thyrsus (staff tipped with pine cone) |
|
||||
| Hades, god of the underworld | LE | Death | Black ram |
|
||||
| Hecate, goddess of magic and the moon | CE | Knowledge, Trickery | Setting moon |
|
||||
| Hephaestus, god of smithing and craft | NG | Knowledge | Hammer and anvil |
|
||||
| Hera, goddess of marriage and intrigue | CN | Trickery | Fan of peacock feathers |
|
||||
| Hercules, god of strength and adventure | CG | Tempest, War | Lion's head |
|
||||
| Hermes, god of travel and commerce | CG | Trickery | Caduceus (winged staff and serpents) |
|
||||
| Hestia, goddess of home and family | NG | Life | Hearth |
|
||||
| Nike, goddess of victory | LN | War | Winged woman |
|
||||
| Pan, god of nature | CN | Nature | Syrinx (pan pipes) |
|
||||
| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |
|
||||
| Tyche, goddess of good fortune | N | Trickery | Red pentagram |
|
||||
| | | | |
|
||||
|
||||
## The Egyptian Pantheon
|
||||
|
||||
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at-the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
|
||||
|
||||
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
|
||||
|
||||
**Table- Egyptian Deities**
|
||||
|
||||
| Deity | Alignment | Suggested Domains | Symbol |
|
||||
|------------------------------------------------|-----------|--------------------------|--------------------------------------|
|
||||
| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |
|
||||
| Anubis, god of judgment and death | LN | Death | Black jackal |
|
||||
| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |
|
||||
| Bast, goddess of cats and vengeance | CG | War | Cat |
|
||||
| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |
|
||||
| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |
|
||||
| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |
|
||||
| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |
|
||||
| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |
|
||||
| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |
|
||||
| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |
|
||||
| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |
|
||||
| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |
|
||||
| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |
|
||||
| | | | |
|
||||
|
||||
## The Norse Pantheon
|
||||
|
||||
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring-this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
|
||||
|
||||
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
|
||||
|
||||
**Table- Norse Deities**
|
||||
|
||||
| Deity | Alignment | Suggested Domains | Symbol |
|
||||
|-------------------------------------------|-----------|-------------------|-----------------------------------|
|
||||
| Odin, god of knowledge and war | NG | Knowledge, War | Watching blue eye |
|
||||
| Aegir, god of the sea and storms | NE | Tempest | Rough ocean waves |
|
||||
| Balder, god of beauty and poetry | NG | Life, Light | Gem-encrusted silver chalice |
|
||||
| Forseti, god of justice and law | N | Light | Head of a bearded man |
|
||||
| Frey, god of fertility and the sun | NG | Life, Light | Ice-blue greatsword |
|
||||
| Freya, goddess of fertility and love | NG | Life | Falcon |
|
||||
| Frigga, goddess of birth and fertility | N | Life, Light | Cat |
|
||||
| Heimdall, god of watchfulness and loyalty | LG | Light, War | Curling musical horn |
|
||||
| Hel, goddess of the underworld | NE | Death | Woman's face, rotting on one side |
|
||||
| Hermod, god of luck | CN | Trickery | Winged scroll |
|
||||
| Loki, god of thieves and trickery | CE | Trickery | Flame |
|
||||
| Njord, god of sea and wind | NG | Nature, Tempest | Gold coin |
|
||||
| Odur, god of light and the sun | CG | Light | Solar disk |
|
||||
| Sif, goddess of war | CG | War | Upraised sword |
|
||||
| Skadi, god of earth and mountains | N | Nature | Mountain peak |
|
||||
| Surtur, god of fire giants and war | LE | War | Flaming sword |
|
||||
| Thor, god of storms and thunder | CG | Tempest, War | Hammer |
|
||||
| Thrym, god of frost giants and cold | CE | War | White double-bladed axe |
|
||||
| Tyr, god of courage and strategy | LN | Knowledge, War | Sword |
|
||||
| Uller, god of hunting and winter | CN | Nature | Longbow |
|
||||
| | | | |
|
59
Gamemastering/Planes.md
Executable file
59
Gamemastering/Planes.md
Executable file
|
@ -0,0 +1,59 @@
|
|||
# Planes
|
||||
|
||||
The cosmos teems with a multitude of worlds as well as myriad alternate dimensions of reality, called the **planes of existence**. It encompasses every world where GMs run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods.
|
||||
|
||||
Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow adventurers to travel there. As your character achieves greater power and higher levels, you might walk on streets made of solid fire or test your mettle on a battlefield where the fallen are resurrected with each dawn.
|
||||
|
||||
## The Material Plane
|
||||
|
||||
The Material Plane is the nexus where the philosophical and elemental forces that define the other planes collide in the jumbled existence of mortal life and mundane matter. All fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane.
|
||||
|
||||
The worlds of the Material Plane are infinitely diverse, for they reflect the creative imagination of the GMs who set their games there, as well as the players whose heroes adventure there. They include magic-wasted desert planets and island-dotted water worlds, worlds where magic combines with advanced technology and others trapped in an endless Stone Age, worlds where the gods walk and places they have abandoned.
|
||||
|
||||
## Beyond the Material
|
||||
|
||||
Beyond the Material Plane, the various planes of existence are realms of myth and mystery. They're not simply other worlds, but different qualities of being, formed and governed by spiritual and elemental principles abstracted from the ordinary world.
|
||||
|
||||
### Planar Travel
|
||||
|
||||
When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject of song and story for years to come.
|
||||
|
||||
Travel to the planes beyond the Material Plane can be accomplished in two ways: by casting a spell or by using a planar portal.
|
||||
|
||||
***Spells***. A number of spells allow direct or indirect access to other planes of existence. *Plane shift* and *gate* can transport adventurers directly to any other plane of existence, with different degrees of precision. *Etherealness* allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-such as the Elemental Planes. And the *astral projection* spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.
|
||||
|
||||
***Portals***. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog- shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations- circles of standing stones, soaring towers, sailing ships, or even whole towns-that exist in multiple planes at once or flicker from one plane to another in turn. Some are vortices, typically joining an Elemental Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water).
|
||||
|
||||
### Transitive Planes
|
||||
|
||||
The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells such as *etherealness* and *astral projection* allow characters to enter these planes and traverse them to reach the planes beyond.
|
||||
|
||||
The **Ethereal Plane** is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal, and the *see invisibility* and *true seeing* spell grant that ability. Some magical effects also extend from the Material Plane into the Border Ethereal, particularly effects that use force energy such as *forcecage* and *wall of force*. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.
|
||||
|
||||
The **Astral Plane** is the realm of thought and dream, where visitors travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
|
||||
|
||||
### Inner Planes
|
||||
|
||||
The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four **Elemental Planes** - Air, Earth, Fire, and Water - form a ring around the Material Plane, suspended within the churning **Elemental Chaos**.
|
||||
|
||||
At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. These regions are little-known, so when discussing the Plane of Fire, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.
|
||||
|
||||
### Outer Planes
|
||||
|
||||
If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such construction. Accordingly, many sages refer to the Outer Planes as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities.
|
||||
|
||||
When discussing anything to do with deities, the language used must be highly metaphorical. Their actual homes are not literally "places" at all, but exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a sort of border region, while extensive spiritual regions lie beyond ordinary sensory experience.
|
||||
|
||||
Even in those perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whims of the powerful forces that live on the Outer Planes. The desires of the mighty forces that dwell on these planes can remake them completely, effectively erasing and rebuilding existence itself to better fulfill their own needs.
|
||||
|
||||
Distance is a virtually meaningless concept on the Outer Planes. The perceptible regions of the planes often seem quite small, but they can also stretch on to what seems like infinity. It might be possible to take a guided tour of the Nine Hells, from the first layer to the ninth, in a single day-if the powers of the Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.
|
||||
|
||||
The most well-known Outer Planes are a group of sixteen planes that correspond to the eight alignments (excluding neutrality) and the shades of distinction between them.
|
||||
|
||||
#### Outer Planes
|
||||
|
||||
The planes with some element of good in their nature are called the **Upper Planes**. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the **Lower Planes**. Fiends such as demons and devils dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignment doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example (a neutral good Upper Plane), it feels in tune with the plane, but an evil creature feels out of tune and more than a little uncomfortable.
|
||||
|
||||
#### Demiplanes
|
||||
|
||||
Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as *demiplane*, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a *plane shift* spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The *gate* spell is more reliable, assuming the caster knows of the demiplane.
|
65
Gamemastering/Poisons.md
Executable file
65
Gamemastering/Poisons.md
Executable file
|
@ -0,0 +1,65 @@
|
|||
# Poisons
|
||||
|
||||
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
|
||||
|
||||
Poisons come in the following four types.
|
||||
|
||||
***Contact***. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
|
||||
|
||||
***Ingested***. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
|
||||
|
||||
***Inhaled***. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
|
||||
|
||||
***Injury***. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
|
||||
|
||||
**Table- List of Poisons**
|
||||
|
||||
| Item | Type | Price/Dose |
|
||||
|--------------------|----------|------------|
|
||||
| Assassin's blood | Ingested | 150 gp |
|
||||
| Burnt othur fumes | Inhaled | 500 gp |
|
||||
| Crawler mucus | Contact | 200 gp |
|
||||
| Drow poison | Injury | 200 gp |
|
||||
| Essence of ether | Inhaled | 300 gp |
|
||||
| Malice | Inhaled | 250 gp |
|
||||
| Midnight tears | Ingested | 1,500 gp |
|
||||
| Oil of taggit | Contact | 400 gp |
|
||||
| Pale tincture | Ingested | 250 gp |
|
||||
| Purple worm poison | Injury | 2,000 gp |
|
||||
| Serpent venom | Injury | 200 gp |
|
||||
| Torpor | Ingested | 600 gp |
|
||||
| Truth serum | Ingested | 150 gp |
|
||||
| Wyvern poison | Injury | 1,200 gp |
|
||||
| | | |
|
||||
|
||||
## Sample Poisons
|
||||
|
||||
Each type of poison has its own debilitating effects.
|
||||
|
||||
***Assassin's Blood (Ingested)***. A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
|
||||
|
||||
***Burnt Othur Fumes (Inhaled)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
|
||||
|
||||
***Crawler Mucus (Contact)***. This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
***Drow Poison (Injury)***. This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison 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 creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
|
||||
|
||||
***Essence of Ether (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
|
||||
|
||||
***Malice (Inhaled)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
|
||||
|
||||
***Midnight Tears (Ingested)***. A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***Oil of Taggit (Contact)***. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
|
||||
|
||||
***Pale Tincture (Ingested)***. A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
|
||||
|
||||
***Purple Worm Poison (Injury)***. This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***Serpent Venom (Injury)***. This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***Torpor (Ingested)***. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
|
||||
|
||||
***Truth Serum (Ingested)***. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a *zone of truth* spell.
|
||||
|
||||
***Wyvern Poison (Injury)***. This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison 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.
|
176
Gamemastering/Traps.md
Executable file
176
Gamemastering/Traps.md
Executable file
|
@ -0,0 +1,176 @@
|
|||
# Traps
|
||||
|
||||
Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.
|
||||
|
||||
A trap can be either mechanical or magical in nature. **Mechanical traps** include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. **Magic traps** are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as *glyph of warding* and *symbol* that function as traps.
|
||||
|
||||
## Traps in Play
|
||||
|
||||
When adventurers come across a trap, you need to know how the trap is triggered and what it does, as well as the possibility for the characters to detect the trap and to disable or avoid it.
|
||||
|
||||
### Triggering a Trap
|
||||
|
||||
Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or a false section of floor, pulling a trip wire, turning a doorknob, and using the wrong key in a lock. Magic traps are often set to go off when a creature enters an area or touches an object. Some magic traps (such as the *glyph of warding* spell) have more complicated trigger conditions, including a password that prevents the trap from activating.
|
||||
|
||||
### Detecting and Disabling a Trap
|
||||
|
||||
Usually, some element of a trap is visible to careful inspection. Characters might notice an uneven flagstone that conceals a pressure plate, spot the gleam of light off a trip wire, notice small holes in the walls from which jets of flame will erupt, or otherwise detect something that points to a trap's presence.
|
||||
|
||||
A trap's description specifies the checks and DCs needed to detect it, disable it, or both. A character actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to determine whether anyone in the party notices the trap in passing. If the adventurers detect a trap before triggering it, they might be able to disarm it, either permanently or long enough to move past it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage.
|
||||
|
||||
Any character can attempt an Intelligence (Arcana) check to detect or disarm a magic trap, in addition to any other checks noted in the trap's description. The DCs are the same regardless of the check used. In addition, *dispel magic* has a chance of disabling most magic traps. A magic trap's description provides the DC for the ability check made when you use *dispel magic*.
|
||||
|
||||
In most cases, a trap's description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt.
|
||||
|
||||
You should allow a character to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has found the trigger and no check is required.
|
||||
|
||||
Foiling traps can be a little more complicated. Consider a trapped treasure chest. If the chest is opened without first pulling on the two handles set in its sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than simply open the chest, they prop a shield in front of it and push the chest open at a distance with an iron rod. In this case, the trap still triggers, but the hail of needles fires harmlessly into the shield.
|
||||
|
||||
Traps are often designed with mechanisms that allow them to be disarmed or bypassed. Intelligent monsters that place traps in or around their lairs need ways to get past those traps without harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap.
|
||||
|
||||
### Trap Effects
|
||||
|
||||
The effects of traps can range from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain, or drive off any creature unfortunate enough to trigger them. A trap's description specifies what happens when it is triggered.
|
||||
|
||||
The attack bonus of a trap, the save DC to resist its effects, and the damage it deals can vary depending on the trap's severity. Use the Trap Save DCs and Attack Bonuses table and the Damage Severity by Level table for suggestions based on three levels of trap severity.
|
||||
|
||||
A trap intended to be a **setback** is unlikely to kill or seriously harm characters of the indicated levels, whereas a **dangerous** trap is likely to seriously injure (and potentially kill) characters of the indicated levels. A **deadly** trap is likely to kill characters of the indicated levels.
|
||||
|
||||
**Table- Trap Dangers**
|
||||
|
||||
| Trap Danger | Save DC | Attack Bonus |
|
||||
|-------------|---------|--------------|
|
||||
| Setback | 10-11 | +3 to +5 |
|
||||
| Dangerous | 12-15 | +6 to +8 |
|
||||
| Deadly | 16-20 | +9 to +12 |
|
||||
| | | |
|
||||
|
||||
**Table- Trap Severity**
|
||||
|
||||
| Character Level | Setback | Dangerous | Deadly |
|
||||
|-----------------|---------|-----------|--------|
|
||||
| 1st-4th | 1d10 | 2d10 | 4d10 |
|
||||
| 5th-10th | 2d10 | 4d10 | 10d10 |
|
||||
| 11th-16th | 4d10 | 10d10 | 18d10 |
|
||||
| 17th-20th | 10d10 | 18d10 | 24d10 |
|
||||
| | | | |
|
||||
|
||||
### Complex Traps
|
||||
|
||||
Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more like a combat encounter.
|
||||
|
||||
When a complex trap activates, it rolls initiative. The trap's description includes an initiative bonus. On its turn, the trap activates again, often taking an action. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in the usual ways.
|
||||
|
||||
For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.
|
||||
|
||||
## Sample Traps
|
||||
|
||||
The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order.
|
||||
|
||||
### Collapsing Roof
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
This trap uses a trip wire to collapse the supports keeping an unstable section of a ceiling in place.
|
||||
|
||||
The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15 Dexterity check using thieves' tools disables the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
|
||||
|
||||
Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger.
|
||||
|
||||
The ceiling above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse.
|
||||
|
||||
When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the unstable section must succeed on a DC 15 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Once the trap is triggered, the floor of the area is filled with rubble and becomes difficult terrain.
|
||||
|
||||
### Falling Net
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
This trap uses a trip wire to release a net suspended from the ceiling.
|
||||
|
||||
The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.
|
||||
|
||||
When the trap is triggered, the net is released, covering a 10-foot square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone. A creature can use its action to make a DC 10
|
||||
|
||||
Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points. Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot square section of it, freeing any creature trapped in that section.
|
||||
|
||||
### Fire-Breathing Statue
|
||||
|
||||
*Magic trap*
|
||||
|
||||
This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.
|
||||
|
||||
The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as *detect magic*, reveals an aura of evocation magic around the statue.
|
||||
|
||||
The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful *dispel magic* (DC 13) cast on the statue destroys the trap.
|
||||
|
||||
### Pits
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
Four basic pit traps are presented here.
|
||||
|
||||
***Simple Pit***. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored on the pit's edge and camouflaged with dirt and debris.
|
||||
|
||||
The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's depth (usually 10 feet, but some pits are deeper).
|
||||
|
||||
***Hidden Pit***. This pit has a cover constructed from material identical to the floor around it.
|
||||
|
||||
A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit's cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of floor is actually the cover of a pit.
|
||||
|
||||
When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper.
|
||||
|
||||
Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe to cross. The cover can also be magically held shut using the *arcane lock* spell or similar magic.
|
||||
|
||||
***Locking Pit***. This pit trap is identical to a hidden pit trap, with one key exception: the trap door that covers the pit is spring-loaded. After a creature falls into the pit, the cover snaps shut to trap its victim inside.
|
||||
|
||||
A successful DC 20 Strength check is necessary to pry the cover open. The cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see. In some cases, a mechanism (usually hidden behind a secret door nearby) opens the pit.
|
||||
|
||||
***Spiked Pit***. This pit trap is a simple, hidden, or locking pit trap with sharpened wooden or iron spikes at the bottom. A creature falling into the pit takes 11 (2d10) piercing damage from the spikes, in addition to any falling damage. Even nastier versions have poison smeared on the spikes. In that case, anyone taking piercing damage from the spikes must also make a DC 13 Constitution saving throw, taking an 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
### Poison Darts
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
When a creature steps on a hidden pressure plate, poison-tipped darts shoot from spring-loaded or pressurized tubes cleverly embedded in the surrounding walls. An area might include multiple pressure plates, each one rigged to its own set of darts.
|
||||
|
||||
The tiny holes in the walls are obscured by dust and cobwebs, or cleverly hidden amid bas-reliefs, murals, or frescoes that adorn the walls. The DC to spot them is 15. With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone used to create it, compared to the surrounding floor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating. Stuffing the holes with cloth or wax prevents the darts contained within from launching.
|
||||
|
||||
The trap activates when more than 20 pounds of weight is placed on the pressure plate, releasing four darts. Each dart makes a ranged attack with a +8
|
||||
|
||||
bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A target that is hit takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
### Poison Needle
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to spring out, delivering a dose of poison.
|
||||
|
||||
When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within range takes 1 piercing damage and 11 (2d10) poison damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour.
|
||||
|
||||
A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from alterations made to the lock to accommodate the needle. A successful DC 15 Dexterity check using thieves' tools disarms the trap, removing the needle from the lock. Unsuccessfully attempting to pick the lock triggers the trap.
|
||||
|
||||
### Rolling Sphere
|
||||
|
||||
*Mechanical trap*
|
||||
|
||||
When 20 or more pounds of pressure are placed on this trap's pressure plate, a hidden trapdoor in the ceiling opens, releasing a 10-foot diameter rolling sphere of solid stone.
|
||||
|
||||
With a successful DC 15 Wisdom (Perception) check, a character can spot the trapdoor and pressure plate. A search of the floor accompanied by a successful DC 15 Intelligence (Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that reveal the trapdoor. Wedging an iron spike or other object under the pressure plate prevents the trap from activating.
|
||||
|
||||
Activation of the sphere requires all creatures present to roll initiative. The sphere rolls initiative with a +8 bonus. On its turn, it moves 60 feet in a straight line. The sphere can move through creatures' spaces, and creatures can move through its space, treating it as difficult terrain. Whenever the sphere enters a creature's space or a creature enters its space while it's rolling, that creature must succeed on a DC 15 Dexterity saving throw or take 55 (10d10) bludgeoning damage and be knocked prone.
|
||||
|
||||
The sphere stops when it hits a wall or similar barrier. It can't go around corners, but smart dungeon builders incorporate gentle, curving turns into nearby passages that allow the sphere to keep moving.
|
||||
|
||||
As an action, a creature within 5 feet of the sphere can attempt to slow it down with a DC 20 Strength check. On a successful check, the sphere's speed is reduced by 15 feet. If the sphere's speed drops to 0, it stops moving and is no longer a threat.
|
||||
|
||||
### Sphere of Annihilation
|
||||
|
||||
*Magic trap*
|
||||
|
||||
Magical, impenetrable darkness fills the gaping mouth of a stone face carved into a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated.
|
||||
|
||||
A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a *sphere of annihilation* that can't be controlled or moved. It is otherwise identical to a normal *sphere of annihilation*.
|
||||
|
||||
Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the sympathy aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment.
|
12
06.abilities.md → Gameplay/Abilities.md
Normal file → Executable file
12
06.abilities.md → Gameplay/Abilities.md
Normal file → Executable file
|
@ -57,9 +57,7 @@ If circumstances cause a roll to have both advantage and disadvantage, you are c
|
|||
|
||||
When you have advantage or disadvantage and something in the game, such as the halfling's Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.
|
||||
|
||||
You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The
|
||||
|
||||
GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
|
||||
You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The GM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
|
||||
|
||||
# Proficiency Bonus
|
||||
|
||||
|
@ -245,15 +243,15 @@ At the beginning of every combat, you roll initiative by making a Dexterity chec
|
|||
|
||||
> **Hiding**
|
||||
>
|
||||
>The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
|
||||
>The GM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
|
||||
>
|
||||
>You can't hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.
|
||||
>
|
||||
>An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
|
||||
>
|
||||
>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.
|
||||
>In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the GM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen.
|
||||
>
|
||||
>***Passive Perception***. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.
|
||||
>***Passive Perception***. When you hide, there's a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the GM compares your Dexterity (Stealth) check with that creature's passive Wisdom (Perception) score, which equals 10 + the creature's Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14.
|
||||
>
|
||||
>***What Can You See?*** One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be **lightly** or **heavily obscured**, as explained in the "Adventuring" section.
|
||||
|
||||
|
@ -374,4 +372,4 @@ Each class gives proficiency in at least two saving throws. The wizard, for exam
|
|||
|
||||
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster's spellcasting ability and proficiency bonus.
|
||||
|
||||
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
|
||||
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
|
0
07.adventuring.md → Gameplay/Adventuring.md
Normal file → Executable file
0
07.adventuring.md → Gameplay/Adventuring.md
Normal file → Executable file
0
08.combat.md → Gameplay/Combat.md
Normal file → Executable file
0
08.combat.md → Gameplay/Combat.md
Normal file → Executable file
5
Legal.md
Normal file
5
Legal.md
Normal file
|
@ -0,0 +1,5 @@
|
|||
# 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.
|
365
Monsters (Alt)/# Monster Statistics.md
Normal file
365
Monsters (Alt)/# Monster Statistics.md
Normal file
|
@ -0,0 +1,365 @@
|
|||
# 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.
|
491
Monsters (Alt)/Creatures A-C.md
Normal file
491
Monsters (Alt)/Creatures A-C.md
Normal file
|
@ -0,0 +1,491 @@
|
|||
# Creatures (A-C)
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
251
Monsters (Alt)/Creatures D-F.md
Normal file
251
Monsters (Alt)/Creatures D-F.md
Normal file
|
@ -0,0 +1,251 @@
|
|||
# Creatures (D-F)
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## Flying Snake
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 14
|
||||
|
||||
**Hit Points** 5 (2d4)
|
||||
|
||||
**Speed** 30 ft., fly 60 ft., swim 30 ft
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 4 (-3) | 18 (+4) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) |
|
||||
|
||||
**Senses** blindsight 10 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Flyby***. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage plus 7 (3d4) poison damage.
|
||||
|
||||
A **flying snake** is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.
|
||||
|
||||
## Frog
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 20 ft., swim 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 1 (-5) | 13 (+1) | 8 (-1) | 1 (-5) | 8 (-1) | 3 (-4) |
|
||||
|
||||
**Skills** Perception +1, Stealth +3
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (0 XP)
|
||||
|
||||
***Amphibious***. The frog can breathe air and water.
|
||||
|
||||
***Standing Leap***. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
|
||||
|
||||
A **frog** has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a **toad**.
|
959
Monsters (Alt)/Creatures G-I.md
Normal file
959
Monsters (Alt)/Creatures G-I.md
Normal file
|
@ -0,0 +1,959 @@
|
|||
# Creatures (G-I)
|
||||
|
||||
## Giant Ape
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 157 (15d12+60)
|
||||
|
||||
**Speed** 40 ft., climb 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 14 (+2) | 18 (+4) | 7 (-2) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Athletics +9, Perception +4
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 7 (2,900 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The ape makes two fist attacks.
|
||||
|
||||
***Fist***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d10+6) bludgeoning damage.
|
||||
|
||||
***Rock***. *Ranged Weapon Attack:* +9 to hit, range 50/100 ft., one target. *Hit:* 30 (7d6+6) bludgeoning damage.
|
||||
|
||||
## Giant Badger
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 13 (2d8+4)
|
||||
|
||||
**Speed** 30 ft., burrow 10 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 10 (+0) | 15 (+2) | 2 (-4) | 12 (+1) | 5 (-3) |
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Keen Smell***. The badger has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The badger makes two attacks: one with its bite and one with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage.
|
||||
|
||||
## Giant Bat
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 22 (4d10)
|
||||
|
||||
**Speed** 10 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 16 (+3) | 11 (+0) | 2 (-4) | 12 (+1) | 6 (-2) |
|
||||
|
||||
**Senses** blindsight 60 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 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:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
## Giant Boar
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 42 (5d10+15)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 10 (+0) | 16 (+3) | 2 (-4) | 7 (-2) | 5 (-3) |
|
||||
|
||||
**Senses** passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 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 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
|
||||
|
||||
***Relentless (Recharges after a Short or Long Rest)***. If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Tusk***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage.
|
||||
|
||||
## Giant Centipede
|
||||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 4 (1d6+1)
|
||||
|
||||
**Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 5 (-3) | 14 (+2) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) |
|
||||
|
||||
**Senses** blindsight 30 ft., passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
|
||||
|
||||
## Giant Constrictor Snake
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 60 (8d12+8)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Skills** Perception +2
|
||||
|
||||
**Senses** blindsight 10 ft., passive Perception 12
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage.
|
||||
|
||||
***Constrict***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (2d8+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
|
||||
|
||||
## Giant Crab
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 13 (3d8)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 9 (-1) | 3 (-4) |
|
||||
|
||||
**Skills** Stealth +4
|
||||
|
||||
**Senses** blindsight 30 ft., passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Amphibious***. The crab can breathe air and water.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
|
||||
|
||||
## Giant Crocodile
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 85 (9d12+27)
|
||||
|
||||
**Speed** 30 ft., swim 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 21 (+5) | 9 (-1) | 17 (+3) | 2 (-4) | 10 (+0) | 7 (-2) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Hold Breath***. The crocodile can hold its breath for 30 minutes.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The crocodile makes two attacks: one with its bite and one with its tail.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 21 (3d10+5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target not grappled by the crocodile. *Hit:* 14 (2d8+5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
|
||||
|
||||
## Giant Eagle
|
||||
|
||||
*Large beast, neutral good*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 26 (4d10+4)
|
||||
|
||||
**Speed** 10 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 17 (+3) | 13 (+1) | 8 (-1) | 14 (+2) | 10 (+0) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** Giant Eagle, understands Common and Auran but can't speak them
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Keen Sight***. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The eagle makes two attacks: one with its beak and one with its talons.
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage.
|
||||
|
||||
***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage.
|
||||
|
||||
A **giant eagle** is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).
|
||||
|
||||
## Giant Elk
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 42 (5d12+10)
|
||||
|
||||
**Speed** 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 16 (+3) | 14 (+2) | 7 (-2) | 14 (+2) | 10 (+0) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** Giant Elk, understands Common, Elvish, and Sylvan but can't speak them
|
||||
|
||||
**Challenge** 2 (450 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 14 Strength saving throw or be knocked prone.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Ram***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage.
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one prone creature. *Hit:* 22 (4d8+4) bludgeoning damage.
|
||||
|
||||
The majestic **giant elk** is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
|
||||
|
||||
## Giant Fire Beetle
|
||||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 4 (1d6+1)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 8 (-1) | 10 (+0) | 12 (+1) | 1 (-5) | 7 (-2) | 3 (-4) |
|
||||
|
||||
**Senses** blindsight 30 ft., passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Illumination***. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 2 (1d6-1) slashing damage.
|
||||
|
||||
A **giant fire beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.
|
||||
|
||||
## Giant Frog
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 18 (4d8)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 13 (+1) | 11 (+0) | 2 (-4) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Skills** Perception +2, Stealth +3
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 12
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Amphibious***. The frog can breathe air and water.
|
||||
|
||||
***Standing Leap***. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
|
||||
|
||||
***Swallow***. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time.
|
||||
|
||||
If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
|
||||
|
||||
## Giant Goat
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 11 (natural armor)
|
||||
|
||||
**Hit Points** 19 (3d10+3)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 11 (+0) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) |
|
||||
|
||||
**Senses** passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Charge***. If the goat 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 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
|
||||
|
||||
***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage.
|
||||
|
||||
## Giant Hyena
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 45 (6d10+12)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 14 (+2) | 14 (+2) | 2 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Rampage***. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) piercing damage.
|
||||
|
||||
## Giant Lizard
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 19 (3d10+3)
|
||||
|
||||
**Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 12 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage.
|
||||
|
||||
A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and others.
|
||||
|
||||
## Giant Octopus
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 52 (8d10+8)
|
||||
|
||||
**Speed** 10 ft., swim 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 13 (+1) | 13 (+1) | 4 (-3) | 10 (+0) | 4 (-3) |
|
||||
|
||||
**Skills** Perception +4, Stealth +5
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Hold Breath***. While out of water, the octopus can hold its breath for 1 hour.
|
||||
|
||||
***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
|
||||
|
||||
***Water Breathing***. The octopus can breathe only underwater.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Tentacles***. *Melee Weapon Attack:* +5 to hit, reach 15 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.
|
||||
|
||||
***Ink Cloud (Recharges after a Short or Long Rest)***. A 20- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
|
||||
|
||||
## Giant Owl
|
||||
|
||||
*Large beast, neutral*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 19 (3d10+3)
|
||||
|
||||
**Speed** 5 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 15 (+2) | 12 (+1) | 8 (-1) | 13 (+1) | 10 (+0) |
|
||||
|
||||
**Skills** Perception +5, Stealth +4
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 15
|
||||
|
||||
**Languages** Giant Owl, understands Common, Elvish, and Sylvan but can't speak them
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
|
||||
|
||||
***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6+1) slashing damage.
|
||||
|
||||
**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms.
|
||||
|
||||
## Giant Poisonous Snake
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 14
|
||||
|
||||
**Hit Points** 11 (2d8+2)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 18 (+4) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Skills** Perception +2
|
||||
|
||||
**Senses** blindsight 10 ft., passive Perception 12
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 6 (1d4+4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Giant Rat
|
||||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 7 (2d6)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 7 (-2) | 15 (+2) | 11 (+0) | 2 (-4) | 10 (+0) | 4 (-3) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
***Pack Tactics***. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage.
|
||||
|
||||
>**Variant: Diseased Giant Rats**
|
||||
>
|
||||
>Some giant rats carry vile diseases that they spread with their bites. A diseased giant rat has a challenge rating of 1/8 (25 XP) and the following action instead of its normal bite attack.
|
||||
>
|
||||
>***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.
|
||||
|
||||
## Giant Scorpion
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 52 (7d10+14)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 13 (+1) | 15 (+2) | 1 (-5) | 9 (-1) | 3 (-4) |
|
||||
|
||||
**Senses** blindsight 60 ft., passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The scorpion makes three attacks: two with its claws and one with its sting.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
|
||||
|
||||
***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Giant Sea Horse
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 16 (3d10)
|
||||
|
||||
**Speed** 0 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 15 (+2) | 11 (+0) | 2 (-4) | 12 (+1) | 5 (-3) |
|
||||
|
||||
**Senses** passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Charge***. If the sea horse 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) bludgeoning damage. It the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
|
||||
|
||||
***Water Breathing***. The sea horse can breathe only underwater.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage.
|
||||
|
||||
Like their smaller kin, **giant sea horses** are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
|
||||
|
||||
## Giant Shark
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 126 (11d12+55)
|
||||
|
||||
**Speed** 0 ft., swim 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 11 (+0) | 21 (+5) | 1 (-5) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** blindsight 60 ft., passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
|
||||
|
||||
***Water Breathing***. The shark can breathe only underwater.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10+6) piercing damage.
|
||||
|
||||
A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
|
||||
|
||||
## Giant Spider
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 26 (4d10+4)
|
||||
|
||||
**Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 16 (+3) | 12 (+1) | 2 (-4) | 11 (+0) | 4 (-3) |
|
||||
|
||||
**Skills** Stealth +7
|
||||
|
||||
**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
|
||||
|
||||
***Web Walker***. The spider ignores movement restrictions caused by webbing.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8+3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
|
||||
|
||||
***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
|
||||
|
||||
To snare its prey, a **giant spider** spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.
|
||||
|
||||
## Giant Toad
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 39 (6d10+6)
|
||||
|
||||
**Speed** 20 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Amphibious***. The toad can breathe air and water.
|
||||
|
||||
***Standing Leap***. The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10+2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
|
||||
|
||||
***Swallow***. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.
|
||||
|
||||
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
|
||||
|
||||
## Giant Vulture
|
||||
|
||||
*Large beast, neutral evil*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 22 (3d10+6)
|
||||
|
||||
**Speed** 10 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 10 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** understands Common but can't speak
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
|
||||
|
||||
***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The vulture makes two attacks: one with its beak and one with its talons.
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage.
|
||||
|
||||
***Talons***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage.
|
||||
|
||||
A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.
|
||||
|
||||
## Giant Wasp
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 13 (3d8)
|
||||
|
||||
**Speed** 10 ft., fly 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 14 (+2) | 10 (+0) | 1 (-5) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
|
||||
|
||||
## Giant Weasel
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 9 (2d8)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 16 (+3) | 10 (+0) | 4 (-3) | 12 (+1) | 5 (-3) |
|
||||
|
||||
**Skills** Perception +3, Stealth +5
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage.
|
||||
|
||||
## Giant Wolf Spider
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 11 (2d8+2)
|
||||
|
||||
**Speed** 40 ft., climb 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 16 (+3) | 13 (+1) | 3 (-4) | 12 (+1) | 4 (-3) |
|
||||
|
||||
**Skills** Perception +3, Stealth +7
|
||||
|
||||
**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
|
||||
|
||||
***Web Walker***. The spider ignores movement restrictions caused by webbing.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6+1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
|
||||
|
||||
Smaller than a giant spider, a **giant wolf spider** hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.
|
||||
|
||||
## Goat
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 4 (1d8)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 10 (+0) | 11 (+0) | 2 (-4) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Charge***. If the goat 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 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
|
||||
|
||||
***Sure-Footed***. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage.
|
||||
|
||||
## Hawk
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 10 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 5 (-3) | 16 (+3) | 8 (-1) | 2 (-4) | 14 (+2) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Keen Sight***. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Talons***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.
|
||||
|
||||
## Hunter Shark
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 45 (6d10+12)
|
||||
|
||||
**Speed** 0 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 13 (+1) | 15 (+2) | 1 (-5) | 10 (+0) | 4 (-3) |
|
||||
|
||||
**Skills** Perception +2
|
||||
|
||||
**Senses** blindsight 30 ft., passive Perception 12
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Blood Frenzy***. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.
|
||||
|
||||
***Water Breathing***. The shark can breathe only underwater.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage.
|
||||
|
||||
Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter shark** haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.
|
||||
|
||||
## Hyena
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 5 (1d8+1)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 13 (+1) | 12 (+1) | 2 (-4) | 12 (+1) | 5 (-3) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Pack Tactics***. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage.
|
123
Monsters (Alt)/Creatures J-L.md
Normal file
123
Monsters (Alt)/Creatures J-L.md
Normal file
|
@ -0,0 +1,123 @@
|
|||
# Creatures (J-L)
|
||||
|
||||
## Jackal
|
||||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 3 (1d6)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 8 (-1) | 15 (+2) | 11 (+0) | 3 (-4) | 12 (+1) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Keen Hearing and Smell***. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
***Pack Tactics***. The jackal has advantage on an attack roll against a creature if at least one of the jackal'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.
|
||||
|
||||
## Killer Whale
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 90 (12d12+12)
|
||||
|
||||
**Speed** 0 ft., swim 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 10 (+0) | 13 (+1) | 3 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** blindsight 120 ft., passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Echolocation***. The whale can't use its blindsight while deafened.
|
||||
|
||||
***Hold Breath***. The whale can hold its breath for 30 minutes.
|
||||
|
||||
***Keen Hearing***. The whale has advantage on Wisdom (Perception) checks that rely on hearing.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 21 (5d6+4) piercing damage.
|
||||
|
||||
## Lion
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 26 (4d10+4)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 15 (+2) | 13 (+1) | 3 (-4) | 12 (+1) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +3, Stealth +6
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Keen Smell***. The lion has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
***Pack Tactics***. The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
***Pounce***. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.
|
||||
|
||||
***Running Leap***. With a 10-foot running start, the lion can long jump up to 25 feet.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage.
|
||||
|
||||
## Lizard
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 2 (1d4)
|
||||
|
||||
**Speed** 20 ft., climb 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 2 (-4) | 11 (+0) | 10 (+0) | 1 (-5) | 8 (-1) | 3 (-4) |
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
|
153
Monsters (Alt)/Creatures M-O.md
Normal file
153
Monsters (Alt)/Creatures M-O.md
Normal file
|
@ -0,0 +1,153 @@
|
|||
# Creatures (M-O)
|
||||
|
||||
## Mammoth
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 126 (11d12+55)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 24 (+7) | 9 (-1) | 21 (+5) | 3 (-4) | 11 (+0) | 6 (-2) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 6 (2,300 XP)
|
||||
|
||||
***Trampling Charge***. If the mammoth 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 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Gore***. *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 25 (4d8+7) piercing damage.
|
||||
|
||||
***Stomp***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one prone creature. *Hit:* 29 (4d10+7) bludgeoning damage.
|
||||
|
||||
A **mammoth** is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.
|
||||
|
||||
## Mastiff
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 5 (1d8+1)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 14 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Keen Hearing and Smell***. The mastiff 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. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
|
||||
|
||||
**Mastiffs** are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
|
||||
|
||||
## Mule
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 11 (2d8+2)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Beast of Burden***. The mule is considered to be a Large animal for the purpose of determining its carrying capacity.
|
||||
|
||||
***Sure-Footed***. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage.
|
||||
|
||||
## Octopus
|
||||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 3 (1d6)
|
||||
|
||||
**Speed** 5 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 4 (-3) | 15 (+2) | 11 (+0) | 3 (-4) | 10 (+0) | 4 (-3) |
|
||||
|
||||
**Skills** Perception +2, Stealth +4
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 12
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Hold Breath***. While out of water, the octopus can hold its breath for 30 minutes.
|
||||
|
||||
***Underwater Camouflage***. The octopus has advantage on Dexterity (Stealth) checks made while underwater.
|
||||
|
||||
***Water Breathing***. The octopus can breathe only underwater.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
|
||||
|
||||
***Ink Cloud (Recharges after a Short or Long Rest)***. A 5- foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
|
||||
|
||||
## Owl
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 5 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 3 (-4) | 13 (+1) | 8 (-1) | 2 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3, Stealth +3
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Flyby***. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
|
||||
|
||||
***Keen Hearing and Sight***. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Talons***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.
|
313
Monsters (Alt)/Creatures P-R.md
Normal file
313
Monsters (Alt)/Creatures P-R.md
Normal file
|
@ -0,0 +1,313 @@
|
|||
# Creatures (P-R)
|
||||
|
||||
## Panther
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 13 (3d8)
|
||||
|
||||
**Speed** 50 ft., climb 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 15 (+2) | 10 (+0) | 3 (-4) | 14 (+2) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +4, Stealth +6
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Keen Smell***. The panther has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
***Pounce***. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw 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 panther can make one bite attack against it as a bonus action.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) slashing damage.
|
||||
|
||||
## Phase Spider
|
||||
|
||||
*Large monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 32 (5d10+5)
|
||||
|
||||
**Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 15 (+2) | 12 (+1) | 6 (-2) | 10 (+0) | 6 (-2) |
|
||||
|
||||
**Skills** Stealth +6
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Ethereal Jaunt***. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
|
||||
|
||||
***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
***Web Walker***. The spider ignores movement restrictions caused by webbing.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10+2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
|
||||
|
||||
A **phase spider** possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.
|
||||
|
||||
## Poisonous Snake
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 2 (1d4)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 2 (-4) | 16 (+3) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Senses** blindsight 10 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Polar Bear
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 42 (5d10+15)
|
||||
|
||||
**Speed** 40 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 20 (+5) | 10 (+0) | 16 (+3) | 2 (-4) | 13 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 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:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d8+5) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage.
|
||||
|
||||
## Pony
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 11 (2d8+2)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 10 (+0) | 13 (+1) | 2 (-4) | 11 (+0) | 7 (-2) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) bludgeoning damage.
|
||||
|
||||
## Quipper
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 0 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 2 (-4) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Blood Frenzy***. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
|
||||
|
||||
***Water Breathing***. The quipper can breathe only underwater.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
|
||||
|
||||
A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.
|
||||
|
||||
## Rat
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 2 (-4) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 4 (-3) |
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Keen Smell***. The rat has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +0 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
|
||||
|
||||
## Raven
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 10 ft., fly 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 2 (-4) | 14 (+2) | 8 (-1) | 2 (-4) | 12 (+1) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Mimicry***. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
|
||||
|
||||
## Reef Shark
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 22 (4d8+4)
|
||||
|
||||
**Speed** 0 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 13 (+1) | 13 (+1) | 1 (-5) | 10 (+0) | 4 (-3) |
|
||||
|
||||
**Skills** Perception +2
|
||||
|
||||
**Senses** blindsight 30 ft., passive Perception 12
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Pack Tactics***. The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
***Water Breathing***. The shark can breathe only underwater.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage.
|
||||
|
||||
Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.
|
||||
|
||||
## Rhinoceros
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 11 (natural armor)
|
||||
|
||||
**Hit Points** 45 (6d10+12)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 21 (+5) | 8 (-1) | 15 (+2) | 2 (-4) | 12 (+1) | 6 (-2) |
|
||||
|
||||
**Senses** passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Charge***. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Gore***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) bludgeoning damage.
|
||||
|
||||
## Riding Horse
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 13 (2d10+2)
|
||||
|
||||
**Speed** 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 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:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4+3) bludgeoning damage.
|
353
Monsters (Alt)/Creatures S-U.md
Normal file
353
Monsters (Alt)/Creatures S-U.md
Normal file
|
@ -0,0 +1,353 @@
|
|||
# Creatures (S-U)
|
||||
|
||||
## Saber-Toothed Tiger
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 52 (7d10+14)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 14 (+2) | 15 (+2) | 3 (-4) | 12 (+1) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +3, Stealth +6
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d10+5) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d6+5) slashing damage.
|
||||
|
||||
## Scorpion
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 11 (natural armor)
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 10 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 2 (-4) | 11 (+0) | 8 (-1) | 1 (-5) | 8 (-1) | 2 (-4) |
|
||||
|
||||
**Senses** blindsight 10 ft., passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Sting***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Sea Horse
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 0 ft., swim 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 1 (-5) | 12 (+1) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (0 XP)
|
||||
|
||||
***Water Breathing***. The sea horse can breathe only underwater.
|
||||
|
||||
## Spider
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 20 ft., climb 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 2 (-4) | 14 (+2) | 8 (-1) | 1 (-5) | 10 (+0) | 2 (-4) |
|
||||
|
||||
**Skills** Stealth +4
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Spider Climb***. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
***Web Sense***. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
|
||||
|
||||
***Web Walker***. The spider ignores movement restrictions caused by webbing.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
|
||||
|
||||
## Swarm of Bats
|
||||
|
||||
*Medium swarm of Tiny beasts, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 22 (5d8)
|
||||
|
||||
**Speed** 0 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 5 (-3) | 15 (+2) | 10 (+0) | 2 (-4) | 12 (+1) | 4 (-3) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
||||
**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
|
||||
|
||||
**Senses** blindsight 60 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Echolocation***. The swarm can't use its blindsight while deafened.
|
||||
|
||||
***Keen Hearing***. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
|
||||
|
||||
***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bites***. *Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
|
||||
|
||||
## Swarm of Insects
|
||||
|
||||
*Medium swarm of Tiny beasts, unaligned*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 22 (5d8)
|
||||
|
||||
**Speed** 20 ft., climb 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 7 (-2) | 1 (-5) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
||||
**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
|
||||
|
||||
**Senses** blindsight 10 ft., passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bites***. *Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.
|
||||
|
||||
>**Variant: Insect Swarms**
|
||||
>
|
||||
>Different kinds of insects can gather in swarms, and each swarm has the special characteristics described below.
|
||||
>
|
||||
>**Swarm of Beetles**. A swarm of beetles gains a burrowing speed of 5 feet.
|
||||
>
|
||||
>**Swarm of Centipedes**. A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.
|
||||
>
|
||||
>**Swarm of Spiders**. A swarm of spiders has the following additional traits.
|
||||
>
|
||||
>Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
>
|
||||
>Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.
|
||||
>
|
||||
>Web Walker. The swarm ignores movement restrictions caused by webbing.
|
||||
>
|
||||
>**Swarm of Wasps**. A swarm of wasps has a walking speed of 5 feet, a flying speed of 30 feet, and no climbing speed.
|
||||
|
||||
## Swarm of Poisonous Snakes
|
||||
|
||||
*Medium swarm of Tiny beasts, unaligned*
|
||||
|
||||
**Armor Class** 14
|
||||
|
||||
**Hit Points** 36 (8d8)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 8 (-1) | 18 (+4) | 11 (+0) | 1 (-5) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
||||
**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
|
||||
|
||||
**Senses** blindsight 10 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bites***. *Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Swarm of Quippers
|
||||
|
||||
*Medium swarm of Tiny beasts, unaligned*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 28 (8d8-8)
|
||||
|
||||
**Speed** 0 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 16 (+3) | 9 (-1) | 1 (-5) | 7 (-2) | 2 (-4) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
||||
**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Blood Frenzy***. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.
|
||||
|
||||
***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.
|
||||
|
||||
***Water Breathing***. The swarm can breathe only underwater.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bites***. *Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.
|
||||
|
||||
## Swarm of Rats
|
||||
|
||||
*Medium swarm of Tiny beasts, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 24 (7d8-7)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 9 (-1) | 11 (+0) | 9 (-1) | 2 (-4) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
||||
**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
|
||||
|
||||
**Senses** darkvision 30 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Keen Smell***. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bites***. *Melee Weapon Attack:* +2 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
|
||||
|
||||
## Swarm of Ravens
|
||||
|
||||
*Medium swarm of Tiny beasts, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 24 (7d8-7)
|
||||
|
||||
**Speed** 10 ft., fly 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 6 (-2) | 14 (+2) | 8 (-1) | 3 (-4) | 12 (+1) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +5
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, slashing
|
||||
|
||||
**Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
|
||||
|
||||
**Senses** passive Perception 15
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Swarm***. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Beaks***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
|
||||
|
||||
## Tiger
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 37 (5d10+10)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 15 (+2) | 14 (+2) | 3 (-4) | 12 (+1) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +3, Stealth +6
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Keen Smell***. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
***Pounce***. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage.
|
183
Monsters (Alt)/Creatures V-Z.md
Normal file
183
Monsters (Alt)/Creatures V-Z.md
Normal file
|
@ -0,0 +1,183 @@
|
|||
# Creatures (V-Z)
|
||||
|
||||
## Vulture
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 5 (1d8+1)
|
||||
|
||||
**Speed** 10 ft., fly 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 7 (-2) | 10 (+0) | 13 (+1) | 2 (-4) | 12 (+1) | 4 (-3) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Keen Sight and Smell***. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
|
||||
|
||||
***Pack Tactics***. The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.
|
||||
|
||||
## Warhorse
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 19 (3d10+3)
|
||||
|
||||
**Speed** 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 12 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Senses** passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Trampling Charge***. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage.
|
||||
|
||||
## Weasel
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 1 (1d4-1)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 3 (-4) | 16 (+3) | 8 (-1) | 2 (-4) | 12 (+1) | 3 (-4) |
|
||||
|
||||
**Skills** Perception +3, Stealth +5
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Keen Hearing and Smell***. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
|
||||
|
||||
## Winter Wolf
|
||||
|
||||
*Large monstrosity, neutral evil*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 75 (10d10+20)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 13 (+1) | 14 (+2) | 7 (-2) | 12 (+1) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +5, Stealth +3
|
||||
|
||||
**Damage Immunities** cold
|
||||
|
||||
**Senses** passive Perception 15
|
||||
|
||||
**Languages** Common, Giant, Winter Wolf
|
||||
|
||||
**Challenge** 3 (700 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.
|
||||
|
||||
***Snow Camouflage***. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
|
||||
|
||||
***Cold Breath (Recharge 5-6)***. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.
|
||||
|
||||
## Wolf
|
||||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 11 (2d8+2)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 15 (+2) | 12 (+1) | 3 (-4) | 12 (+1) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +3, Stealth +4
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 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 attack rolls 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:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
|
||||
|
||||
## Worg
|
||||
|
||||
*Large monstrosity, neutral evil*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 26 (4d10+4)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 13 (+1) | 13 (+1) | 7 (-2) | 11 (+0) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** Goblin, Worg
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Keen Hearing and Smell***. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
###### 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.
|
||||
|
||||
A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
|
389
Monsters (Alt)/Monsters A.md
Normal file
389
Monsters (Alt)/Monsters A.md
Normal file
|
@ -0,0 +1,389 @@
|
|||
# Monsters (A)
|
||||
|
||||
## 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.
|
||||
|
||||
## Angels
|
||||
|
||||
### Deva
|
||||
|
||||
*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.
|
||||
|
||||
### Planetar
|
||||
|
||||
*Large celestial, lawful good*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 200 (16d10+112)
|
||||
|
||||
**Speed** 40 ft., fly 120 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 24 (+7) | 20 (+5) | 24 (+7) | 19 (+4) | 22 (+6) | 25 (+7) |
|
||||
|
||||
**Saving Throws** Con +12, Wis +11, Cha +12
|
||||
|
||||
**Skills** Perception +11
|
||||
|
||||
**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened
|
||||
|
||||
**Senses** truesight 120 ft., passive Perception 21
|
||||
|
||||
**Languages** all, telepathy 120 ft.
|
||||
|
||||
**Challenge** 16 (15,000 XP)
|
||||
|
||||
***Angelic Weapons***. The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
|
||||
|
||||
***Divine Awareness***. The planetar knows if it hears a lie.
|
||||
|
||||
***Innate Spellcasting***. The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *detect evil and good*, *invisibility* (self only)
|
||||
|
||||
3/day each: *blade barrier*, *dispel evil and good*, *flame strike*, *raise dead*
|
||||
|
||||
1/day each: *commune*, *control weather*, *insect plague*
|
||||
|
||||
***Magic Resistance***. The planetar has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The planetar makes two melee attacks.
|
||||
|
||||
***Greatsword***. *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 21 (4d6+7) slashing damage plus 22 (5d8) radiant damage.
|
||||
|
||||
***Healing Touch (4/Day)***. The planetar touches another creature. The target magically regains 30 (6d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
|
||||
|
||||
### Solar
|
||||
|
||||
*Large celestial, lawful good*
|
||||
|
||||
**Armor Class** 21 (natural armor)
|
||||
|
||||
**Hit Points** 243 (18d10+144)
|
||||
|
||||
**Speed** 50 ft., fly 150 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) |
|
||||
|
||||
**Saving Throws** Int +14, Wis +14, Cha +17
|
||||
|
||||
**Skills** Perception +14
|
||||
|
||||
**Damage Resistances** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** necrotic, poison
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened, poisoned
|
||||
|
||||
**Senses** truesight 120 ft., passive Perception 24
|
||||
|
||||
**Languages** all, telepathy 120 ft.
|
||||
|
||||
**Challenge** 21 (33,000 XP)
|
||||
|
||||
***Angelic Weapons***. The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
|
||||
|
||||
***Divine Awareness***. The solar knows if it hears a lie.
|
||||
|
||||
***Innate Spellcasting***. The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *detect evil and good*, *invisibility* (self only)
|
||||
|
||||
3/day each: *blade barrier*, *dispel evil and good*, *resurrection*
|
||||
|
||||
1/day each: *commune*, *control weather*
|
||||
|
||||
***Magic Resistance***. The solar has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The solar makes two greatsword attacks.
|
||||
|
||||
***Greatsword***. *Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 22 (4d6+8) slashing damage plus 27 (6d8) radiant damage.
|
||||
|
||||
***Slaying Longbow***. *Ranged Weapon Attack:* +13 to hit, range 150/600 ft., one target. *Hit:* 15 (2d8+6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
|
||||
|
||||
***Flying Sword***. The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
|
||||
|
||||
***Healing Touch (4/Day)***. The solar touches another creature. The target magically regains 40 (8d8+4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The solar 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 solar regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Teleport**. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
|
||||
|
||||
**Searing Burst (Costs 2 Actions)**. The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Blinding Gaze (Costs 3 Actions)**. The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the *lesser restoration* spell removes the blindness.
|
||||
|
||||
## Animated Objects
|
||||
|
||||
### Animated Armor
|
||||
|
||||
*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.
|
||||
|
||||
### Flying Sword
|
||||
|
||||
*Small construct, unaligned*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 17 (5d6)
|
||||
|
||||
**Speed** 0 ft., fly 50 ft. (hover)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 15 (+2) | 11 (+0) | 1 (-5) | 5 (-3) | 1 (-5) |
|
||||
|
||||
**Saving Throws** Dex +4
|
||||
|
||||
**Damage Immunities** poison, psychic
|
||||
|
||||
**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
|
||||
|
||||
**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 7
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Antimagic Susceptibility***. The sword is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
|
||||
|
||||
***False Appearance***. While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage.
|
||||
|
||||
### Rug of Smothering
|
||||
|
||||
*Large construct, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 33 (6d10)
|
||||
|
||||
**Speed** 10 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 14 (+2) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) |
|
||||
|
||||
**Damage Immunities** poison, psychic
|
||||
|
||||
**Condition Immunities** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
|
||||
|
||||
**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Antimagic Susceptibility***. The rug is incapacitated while in the area of an *antimagic field*. If targeted by *dispel magic*, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
|
||||
|
||||
***Damage Transfer***. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.
|
||||
|
||||
***False Appearance***. While the rug remains motionless, it is indistinguishable from a normal rug.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Smother***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6+3) bludgeoning damage.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
131
Monsters (Alt)/Monsters B.md
Normal file
131
Monsters (Alt)/Monsters B.md
Normal file
|
@ -0,0 +1,131 @@
|
|||
# Monsters (B)
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
223
Monsters (Alt)/Monsters C.md
Normal file
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Monsters (Alt)/Monsters C.md
Normal file
|
@ -0,0 +1,223 @@
|
|||
# Monsters (C)
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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.
|
3010
Monsters (Alt)/Monsters D.md
Normal file
3010
Monsters (Alt)/Monsters D.md
Normal file
File diff suppressed because it is too large
Load diff
267
Monsters (Alt)/Monsters E.md
Normal file
267
Monsters (Alt)/Monsters E.md
Normal file
|
@ -0,0 +1,267 @@
|
|||
# Monsters (E)
|
||||
|
||||
## Elementals
|
||||
|
||||
### 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.
|
||||
|
||||
### 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.
|
||||
|
||||
### Fire Elemental
|
||||
|
||||
*Large elemental, neutral*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 102 (12d10+36)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 17 (+3) | 16 (+3) | 6 (-2) | 10 (+0) | 7 (-2) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
||||
**Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Ignan
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Fire Form***. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
|
||||
|
||||
***Illumination***. The elemental sheds bright light in a 30- foot radius and dim light in an additional 30 feet.
|
||||
|
||||
***Water Susceptibility***. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The elemental makes two touch attacks.
|
||||
|
||||
***Touch***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
|
||||
|
||||
### Water Elemental
|
||||
|
||||
*Large elemental, neutral*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 114 (12d10+48)
|
||||
|
||||
**Speed** 30 ft., swim 90 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 14 (+2) | 18 (+4) | 5 (-3) | 10 (+0) | 8 (-1) |
|
||||
|
||||
**Damage Resistances** acid; 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** Aquan
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Water 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.
|
||||
|
||||
***Freeze***. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The elemental makes two slam attacks.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage.
|
||||
|
||||
***Whelm (Recharge 4-6)***. Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8+4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
|
||||
|
||||
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8+4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
|
||||
|
||||
## 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.
|
||||
|
||||
## Ettercap
|
||||
|
||||
*Medium monstrosity, neutral evil*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 44 (8d8+8)
|
||||
|
||||
**Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 15 (+2) | 13 (+1) | 7 (-2) | 12 (+1) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +3, Stealth +4, Survival +3
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Spider Climb***. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
***Web Sense***. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.
|
||||
|
||||
***Web Walker***. The ettercap ignores movement restrictions caused by webbing.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The ettercap makes two attacks: one with its bite and one with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8+2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage.
|
||||
|
||||
***Web (Recharge 5-6)***. *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
|
||||
|
||||
## Ettin
|
||||
|
||||
*Large giant, chaotic evil*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 85 (10d10+30)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 21 (+5) | 8 (-1) | 17 (+3) | 6 (-2) | 10 (+0) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** Giant, Orc
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Two Heads***. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
|
||||
|
||||
***Wakeful***. When one of the ettin's heads is asleep, its other head is awake.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The ettin makes two attacks: one with its battleaxe and one with its morningstar.
|
||||
|
||||
***Battleaxe***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage.
|
||||
|
||||
***Morningstar***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) piercing damage.
|
61
Monsters (Alt)/Monsters F.md
Normal file
61
Monsters (Alt)/Monsters F.md
Normal file
|
@ -0,0 +1,61 @@
|
|||
# Monsters (F)
|
||||
|
||||
## Fungi
|
||||
|
||||
### Shrieker
|
||||
|
||||
*Medium plant, unaligned*
|
||||
|
||||
**Armor Class** 5
|
||||
|
||||
**Hit Points** 13 (3d8)
|
||||
|
||||
**Speed** 0 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 1 (-5) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) |
|
||||
|
||||
**Condition Immunities** blinded, deafened, frightened
|
||||
|
||||
**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***False Appearance***. While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.
|
||||
|
||||
###### Reactions
|
||||
|
||||
***Shriek***. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.
|
||||
|
||||
### Violet Fungus
|
||||
|
||||
*Medium plant, unaligned*
|
||||
|
||||
**Armor Class** 5
|
||||
|
||||
**Hit Points** 18 (4d8)
|
||||
|
||||
**Speed** 5 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 3 (-4) | 1 (-5) | 10 (+0) | 1 (-5) | 3 (-4) | 1 (-5) |
|
||||
|
||||
**Condition Immunities** blinded, deafened, frightened
|
||||
|
||||
**Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***False Appearance***. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The fungus makes 1d4 Rotting Touch attacks.
|
||||
|
||||
***Rotting Touch***. *Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage.
|
893
Monsters (Alt)/Monsters G.md
Normal file
893
Monsters (Alt)/Monsters G.md
Normal file
|
@ -0,0 +1,893 @@
|
|||
# Monsters (G)
|
||||
|
||||
## Gargoyle
|
||||
|
||||
*Medium elemental, chaotic evil*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 52 (7d8+21)
|
||||
|
||||
**Speed** 30 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 11 (+0) | 16 (+3) | 6 (-2) | 11 (+0) | 7 (-2) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** exhaustion, petrified, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Terran
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***False Appearance***. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The gargoyle 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:* 5 (1d6+2) slashing damage.
|
||||
|
||||
## Genies
|
||||
|
||||
### Djinni
|
||||
|
||||
*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.
|
||||
|
||||
### Efreeti
|
||||
|
||||
*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.
|
||||
|
||||
## Ghost
|
||||
|
||||
*Medium undead, any alignment*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 45 (10d8)
|
||||
|
||||
**Speed** 0 ft., fly 40 ft. (hover)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 7 (-2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) |
|
||||
|
||||
**Damage Resistances** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** cold, necrotic, poison
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 11
|
||||
|
||||
**Languages** any languages it knew in life
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Ethereal Sight***. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
|
||||
|
||||
***Incorporeal Movement***. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Withering Touch***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 17 (4d6+3) necrotic damage.
|
||||
|
||||
***Etherealness***. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
|
||||
|
||||
***Horrifying Visage***. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a *greater restoration* spell, but only within 24 hours of it occurring.
|
||||
|
||||
***Possession (Recharge 6)***. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
|
||||
|
||||
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the *dispel evil and good* spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
|
||||
|
||||
## Ghouls
|
||||
|
||||
### Ghast
|
||||
|
||||
*Medium undead, chaotic evil*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 36 (8d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) |
|
||||
|
||||
**Damage Resistances** necrotic
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Common
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Stench***. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
|
||||
|
||||
***Turning Defiance***. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 12 (2d8+3) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.
|
||||
|
||||
### Ghoul
|
||||
|
||||
*Medium undead, chaotic evil*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 22 (5d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 15 (+2) | 10 (+0) | 7 (-2) | 10 (+0) | 6 (-2) |
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Common
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4+2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed 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.
|
||||
|
||||
## Giants
|
||||
|
||||
### 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.
|
||||
|
||||
### Fire Giant
|
||||
|
||||
*Huge giant, lawful evil*
|
||||
|
||||
**Armor Class** 18 (plate)
|
||||
|
||||
**Hit Points** 162 (13d12+78)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 25 (+7) | 9 (-1) | 23 (+6) | 10 (+0) | 14 (+2) | 13 (+1) |
|
||||
|
||||
**Saving Throws** Dex +3, Con +10, Cha +5
|
||||
|
||||
**Skills** Athletics +11, Perception +6
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** passive Perception 16
|
||||
|
||||
**Languages** Giant
|
||||
|
||||
**Challenge** 9 (5,000 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The giant makes two greatsword attacks.
|
||||
|
||||
***Greatsword***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 28 (6d6+7) slashing damage.
|
||||
|
||||
***Rock***. *Ranged Weapon Attack:* +11 to hit, range 60/240 ft., one target. *Hit:* 29 (4d10+7) bludgeoning damage.
|
||||
|
||||
### Frost Giant
|
||||
|
||||
*Huge giant, neutral evil*
|
||||
|
||||
**Armor Class** 15 (patchwork armor)
|
||||
|
||||
**Hit Points** 138 (12d12+60)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 9 (-1) | 21 (+5) | 9 (-1) | 10 (+0) | 12 (+1) |
|
||||
|
||||
**Saving Throws** Con +8, Wis +3, Cha +4
|
||||
|
||||
**Skills** Athletics +9, Perception +3
|
||||
|
||||
**Damage Immunities** cold
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** Giant
|
||||
|
||||
**Challenge** 8 (3,900 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The giant makes two greataxe attacks.
|
||||
|
||||
***Greataxe***. *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 25 (3d12+6) slashing damage.
|
||||
|
||||
***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage.
|
||||
|
||||
### Hill Giant
|
||||
|
||||
*Huge giant, chaotic evil*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 105 (10d12+40)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 21 (+5) | 8 (-1) | 19 (+4) | 5 (-3) | 9 (-1) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +2
|
||||
|
||||
**Senses** passive Perception 12
|
||||
|
||||
**Languages** Giant
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The giant makes two greatclub attacks.
|
||||
|
||||
***Greatclub***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8+5) bludgeoning damage.
|
||||
|
||||
***Rock***. *Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10+5) bludgeoning damage.
|
||||
|
||||
### Stone Giant
|
||||
|
||||
*Huge giant, neutral*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 126 (11d12+55)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 15 (+2) | 20 (+5) | 10 (+0) | 12 (+1) | 9 (-1) |
|
||||
|
||||
**Saving Throws** Dex +5, Con +8, Wis +4
|
||||
|
||||
**Skills** Athletics +12, Perception +4
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** Giant
|
||||
|
||||
**Challenge** 7 (2,900 XP)
|
||||
|
||||
***Stone Camouflage.*** The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The giant makes two greatclub attacks.
|
||||
|
||||
***Greatclub***. *Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage.
|
||||
|
||||
***Rock***. *Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
|
||||
|
||||
###### Reactions
|
||||
|
||||
***Rock Catching***. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
|
||||
|
||||
### Storm Giant
|
||||
|
||||
*Huge giant, chaotic good*
|
||||
|
||||
**Armor Class** 16 (scale mail)
|
||||
|
||||
**Hit Points** 230 (20d12+100)
|
||||
|
||||
**Speed** 50 ft., swim 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 29 (+9) | 14 (+2) | 20 (+5) | 16 (+3) | 18 (+4) | 18 (+4) |
|
||||
|
||||
**Saving Throws** Str +14, Con +10, Wis +9, Cha +9
|
||||
|
||||
**Skills** Arcana +8, Athletics +14, History +8, Perception +9
|
||||
|
||||
**Damage Resistances** cold
|
||||
|
||||
**Damage Immunities** lightning, thunder
|
||||
|
||||
**Senses** passive Perception 19
|
||||
|
||||
**Languages** Common, Giant
|
||||
|
||||
**Challenge** 13 (10,000 XP)
|
||||
|
||||
***Amphibious***. The giant can breathe air and water.
|
||||
|
||||
***Innate Spellcasting***. The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components
|
||||
|
||||
At will: *detect magic*, *feather fall*, *levitate*, *light*
|
||||
|
||||
3/day each: *control weather*, *water breathing*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The giant makes two greatsword attacks.
|
||||
|
||||
***Greatsword***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 30 (6d6+9) slashing damage.
|
||||
|
||||
***Rock***. *Ranged Weapon Attack:* +14 to hit, range 60/240 ft., one target. *Hit:* 35 (4d12+9) bludgeoning damage.
|
||||
|
||||
***Lightning Strike (Recharge 5-6)***. The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Gibbering Mouther
|
||||
|
||||
*Medium aberration, neutral*
|
||||
|
||||
**Armor Class** 9
|
||||
|
||||
**Hit Points** 67 (9d8+27)
|
||||
|
||||
**Speed** 10 ft., swim 10 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 8 (-1) | 16 (+3) | 3 (-4) | 10 (+0) | 6 (-2) |
|
||||
|
||||
**Condition Immunities** prone
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Aberrant Ground***. The ground in a 10-foot radius around the mouther is dough-like difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
|
||||
|
||||
***Gibbering***. The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.
|
||||
|
||||
***Bites***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
|
||||
|
||||
***Blinding Spittle (Recharge 5-6)***. The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
|
||||
|
||||
## Gnoll
|
||||
|
||||
*Medium humanoid (gnoll), chaotic evil*
|
||||
|
||||
**Armor Class** 15 (hide armor, shield)
|
||||
|
||||
**Hit Points** 22 (5d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 12 (+1) | 11 (+0) | 6 (-2) | 10 (+0) | 7 (-2) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Gnoll
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Rampage***. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage.
|
||||
|
||||
***Spear***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
|
||||
|
||||
***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage.
|
||||
|
||||
## Gnome, Deep (Svirfneblin)
|
||||
|
||||
*Small humanoid (gnome), neutral good*
|
||||
|
||||
**Armor Class** 15 (chain shirt)
|
||||
|
||||
**Hit Points** 16 (3d6+6)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 14 (+2) | 14 (+2) | 12 (+1) | 10 (+0) | 9 (-1) |
|
||||
|
||||
**Skills** Investigation +3, Perception +2, Stealth +4
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 12
|
||||
|
||||
**Languages** Gnomish, Terran, Undercommon
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Stone Camouflage***. The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
|
||||
|
||||
***Gnome Cunning***. The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
|
||||
|
||||
***Innate Spellcasting***. The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *nondetection* (self only)
|
||||
|
||||
1/day each: *blindness/deafness*, *blur*, *disguise self*
|
||||
|
||||
###### Actions
|
||||
|
||||
***War Pick***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage.
|
||||
|
||||
***Poisoned Dart***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be 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.
|
||||
|
||||
## Goblin
|
||||
|
||||
*Small humanoid (goblinoid), neutral evil*
|
||||
|
||||
**Armor Class** 15 (leather armor, shield)
|
||||
|
||||
**Hit Points** 7 (2d6)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 8 (-1) | 14 (+2) | 10 (+0) | 10 (+0) | 8 (-1) | 8 (-1) |
|
||||
|
||||
**Skills** Stealth +6
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 9
|
||||
|
||||
**Languages** Common, Goblin
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Nimble Escape***. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Scimitar***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) slashing damage.
|
||||
|
||||
***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
## Golems
|
||||
|
||||
### 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.
|
||||
|
||||
### Flesh Golem
|
||||
|
||||
*Medium construct, neutral*
|
||||
|
||||
**Armor Class** 9
|
||||
|
||||
**Hit Points** 93 (11d8+44)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Damage Immunities** lightning, poison; 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 10
|
||||
|
||||
**Languages** understands the languages of its creator but can't speak
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Berserk***. Whenever the golem starts its turn with 40 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.
|
||||
|
||||
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
|
||||
|
||||
***Aversion of Fire***. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
|
||||
|
||||
***Immutable Form***. The golem is immune to any spell or effect that would alter its form.
|
||||
|
||||
***Lightning Absorption***. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
|
||||
|
||||
***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:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage.
|
||||
|
||||
### Iron Golem
|
||||
|
||||
*Large construct, unaligned*
|
||||
|
||||
**Armor Class** 20 (natural armor)
|
||||
|
||||
**Hit Points** 210 (20d10+100)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 24 (+7) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) |
|
||||
|
||||
**Damage Immunities** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 10
|
||||
|
||||
**Languages** understands the languages of its creator but can't speak
|
||||
|
||||
**Challenge** 16 (15,000 XP)
|
||||
|
||||
***Fire Absorption***. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
|
||||
|
||||
***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 melee attacks.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 20 (3d8+7) bludgeoning damage.
|
||||
|
||||
***Sword***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10+7) slashing damage.
|
||||
|
||||
***Poison Breath (Recharge 6)***. The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
### Stone Golem
|
||||
|
||||
*Large construct, unaligned*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 178 (17d10+85)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 22 (+6) | 9 (-1) | 20 (+5) | 3 (-4) | 11 (+0) | 1 (-5) |
|
||||
|
||||
**Damage Immunities** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 10
|
||||
|
||||
**Languages** understands the languages of its creator but can't speak
|
||||
|
||||
**Challenge** 10 (5,900 XP)
|
||||
|
||||
***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:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8+6) bludgeoning damage.
|
||||
|
||||
***Slow (Recharge 5-6)***. The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
## Gorgon
|
||||
|
||||
*Large monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 114 (12d10+48)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 20 (+5) | 11 (+0) | 18 (+4) | 2 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Condition Immunities** petrified
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Trampling Charge***. If the gorgon 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 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Gore***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 18 (2d12+5) piercing damage.
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 16 (2d10+5) bludgeoning damage.
|
||||
|
||||
***Petrifying Breath (Recharge 5-6)***. The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the *greater restoration* spell or other magic.
|
||||
|
||||
## Grick
|
||||
|
||||
*Medium monstrosity, neutral*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 27 (6d8)
|
||||
|
||||
**Speed** 30 ft., climb 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 14 (+2) | 11 (+0) | 3 (-4) | 14 (+2) | 5 (-3) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 12
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Stone Camouflage***. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.
|
||||
|
||||
***Tentacles***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage.
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
## Griffon
|
||||
|
||||
*Large monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 59 (7d10+21)
|
||||
|
||||
**Speed** 30 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 15 (+2) | 16 (+3) | 2 (-4) | 13 (+1) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +5
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 15
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Keen Sight***. The griffon has advantage on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The griffon makes two attacks: one with its beak and one with its claws.
|
||||
|
||||
***Beak***. *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.
|
||||
|
||||
## Grimlock
|
||||
|
||||
*Medium humanoid (grimlock), neutral evil*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 11 (2d8+2)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 12 (+1) | 12 (+1) | 9 (-1) | 8 (-1) | 6 (-2) |
|
||||
|
||||
**Skills** Athletics +5, Perception +3, Stealth +3
|
||||
|
||||
**Condition Immunities** blinded
|
||||
|
||||
**Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
|
||||
|
||||
**Languages** Undercommon
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Blind Senses***. The grimlock can't use its blindsight while deafened and unable to smell.
|
||||
|
||||
***Keen Hearing and Smell***. The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
***Stone Camouflage***. The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Spiked Bone Club***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) bludgeoning damage plus 2 (1d4) piercing damage.
|
391
Monsters (Alt)/Monsters H.md
Normal file
391
Monsters (Alt)/Monsters H.md
Normal file
|
@ -0,0 +1,391 @@
|
|||
# Monsters (H)
|
||||
|
||||
## Hags
|
||||
|
||||
### Green Hag
|
||||
|
||||
*Medium fey, neutral evil*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 82 (11d8+33)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 12 (+1) | 16 (+3) | 13 (+1) | 14 (+2) | 14 (+2) |
|
||||
|
||||
**Skills** Arcana +3, Deception +4, Perception +4, Stealth +3
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** Common, Draconic, Sylvan
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Amphibious***. The hag can breathe air and water.
|
||||
|
||||
***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *dancing lights*, *minor illusion*, *vicious mockery*
|
||||
|
||||
***Mimicry***. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage.
|
||||
|
||||
***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
|
||||
|
||||
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
|
||||
|
||||
***Invisible Passage***. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
|
||||
|
||||
### Night Hag
|
||||
|
||||
*Medium fiend, neutral evil*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 112 (15d8+45)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) |
|
||||
|
||||
**Skills** Deception +7, Insight +6, Perception +6, Stealth +6
|
||||
|
||||
**Damage Resistances** cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
|
||||
|
||||
**Condition Immunities** charmed
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 16
|
||||
|
||||
**Languages** Abyssal, Common, Infernal, Primordial
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Innate Spellcasting***. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *detect magic*, *magic missile*
|
||||
|
||||
2/day each: *plane shift* (self only), *ray of enfeeblement*, *sleep*
|
||||
|
||||
***Magic Resistance***. The hag has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claws (Hag Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage.
|
||||
|
||||
***Change Shape***. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
|
||||
|
||||
***Etherealness***. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a *heartstone* in her possession.
|
||||
|
||||
***Nightmare Haunting (1/Day)***. While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A *protection from evil and good* spell cast on the target prevents this contact, as does a *magic circle*. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's *soul bag*. The reduction to the target's hit point maximum lasts until removed by the *greater restoration* spell or similar magic.
|
||||
|
||||
### Sea Hag
|
||||
|
||||
*Medium fey, chaotic evil*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 52 (7d8+21)
|
||||
|
||||
**Speed** 30 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 13 (+1) | 16 (+3) | 12 (+1) | 12 (+1) | 13 (+1) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 11
|
||||
|
||||
**Languages** Aquan, Common, Giant
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Amphibious***. The hag can breathe air and water.
|
||||
|
||||
***Horrific Appearance***. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 hag's Horrific Appearance for the next 24 hours.
|
||||
|
||||
Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage.
|
||||
|
||||
***Death Glare***. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
|
||||
|
||||
***Illusory Appearance***. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
|
||||
|
||||
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
|
||||
|
||||
## Half-Dragon Template
|
||||
|
||||
A beast, humanoid, giant, or monstrosity can become a half-dragon. It keeps its statistics, except as follows.
|
||||
|
||||
***Challenge***. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template.
|
||||
|
||||
**Senses**. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet.
|
||||
|
||||
***Resistances***. The half-dragon gains resistance to a type of damage based on its color.
|
||||
|
||||
**Table- 114** - Monsters: Half-Dragon Template (Damage Resistance)
|
||||
|
||||
| Color | Damage Resistance |
|
||||
|---------------------|-------------------|
|
||||
| Black or copper | Acid |
|
||||
| Blue or bronze | Lightning |
|
||||
| Brass, gold, or red | Fire |
|
||||
| Green | Poison |
|
||||
| Silver or white | Cold |
|
||||
| | |
|
||||
|
||||
**Languages**. The half-dragon speaks Draconic in addition to any other languages it knows.
|
||||
|
||||
***New Action: Breath Weapon***. The half-dragon has the breath weapon of its dragon half. The half- dragon's size determines how this action functions.
|
||||
|
||||
**Table- 115** - Monsters: Half-Dragon Template (Size)
|
||||
|
||||
| Size | Breath Weapon | Optional Prerequisite |
|
||||
|------------------|--------------------|-----------------------|
|
||||
| Large or smaller | As a wyrmling | Challenge 2 or higher |
|
||||
| Huge | As a young dragon | Challenge 7 or higher |
|
||||
| Gargantuan | As an adult dragon | Challenge 8 or higher |
|
||||
| | | |
|
||||
|
||||
### Half-Red Dragon Veteran
|
||||
|
||||
*Medium humanoid (human), any alignment*
|
||||
|
||||
**Armor Class** 18 (plate)
|
||||
|
||||
**Hit Points** 65 (10d8+20)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Skills** Athletics +5, Perception +2
|
||||
|
||||
**Damage Resistances** fire
|
||||
|
||||
**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 12
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
|
||||
|
||||
***Longsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands.
|
||||
|
||||
***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage.
|
||||
|
||||
***Heavy Crossbow***. *Ranged Weapon Attack:* +3 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10+1) piercing damage.
|
||||
|
||||
***Fire Breath (Recharge 5-6)***. The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Harpy
|
||||
|
||||
*Medium monstrosity, chaotic evil*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 38 (7d8+7)
|
||||
|
||||
**Speed** 20 ft., fly 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 13 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 13 (+1) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
**Languages** Common
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The harpy makes two attacks: one with its claws and one with its club.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) slashing damage.
|
||||
|
||||
***Club***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) bludgeoning damage.
|
||||
|
||||
***Luring Song***. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
|
||||
|
||||
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
|
||||
|
||||
A target that successfully saves is immune to this harpy's song for the next 24 hours.
|
||||
|
||||
## Hell Hound
|
||||
|
||||
*Medium fiend, lawful evil*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 45 (7d8+14)
|
||||
|
||||
**Speed** 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 12 (+1) | 14 (+2) | 6 (-2) | 13 (+1) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +5
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 15
|
||||
|
||||
**Languages** understands Infernal but can't speak it
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Keen Hearing and Smell***. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
***Pack Tactics***. The hound has advantage on an attack roll against a creature if at least one of the hound'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:* 7 (1d8+3) piercing damage plus 7 (2d6) fire damage.
|
||||
|
||||
***Fire Breath (Recharge 5-6)***. The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Hippogriff
|
||||
|
||||
*Large monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 19 (3d10+3)
|
||||
|
||||
**Speed** 40 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 13 (+1) | 13 (+1) | 2 (-4) | 12 (+1) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +5
|
||||
|
||||
**Senses** passive Perception 15
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Keen Sight***. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The hippogriff makes two attacks: one with its beak and one with its claws.
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage.
|
||||
|
||||
## Hobgoblin
|
||||
|
||||
*Medium humanoid (goblinoid), lawful evil*
|
||||
|
||||
**Armor Class** 18 (chain mail, shield)
|
||||
|
||||
**Hit Points** 11 (2d8+2)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 9 (-1) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Common, Goblin
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Martial Advantage***. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Longsword***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) slashing damage, or 6 (1d10+1) slashing damage if used with two hands.
|
||||
|
||||
***Longbow***. *Ranged Weapon Attack:* +3 to hit, range 150/600 ft., one target. *Hit:* 5 (1d8+1) piercing damage.
|
||||
|
||||
## Homunculus
|
||||
|
||||
*Tiny construct, neutral*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 5 (2d4)
|
||||
|
||||
**Speed** 20 ft., fly 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 4 (-3) | 15 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 7 (-2) |
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** charmed, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** understands the languages of its creator but can't speak
|
||||
|
||||
**Challenge** 0 (10 XP)
|
||||
|
||||
***Telepathic Bond***. While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
|
||||
|
||||
## Hydra
|
||||
|
||||
*Huge monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 172 (15d12+75)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 20 (+5) | 12 (+1) | 20 (+5) | 2 (-4) | 10 (+0) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +6
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 16
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 8 (3,900 XP)
|
||||
|
||||
***Hold Breath***. The hydra can hold its breath for 1 hour.
|
||||
|
||||
***Multiple Heads***. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
|
||||
|
||||
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
|
||||
|
||||
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
|
||||
|
||||
***Reactive Heads***. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
|
||||
|
||||
***Wakeful***. While the hydra sleeps, at least one of its heads is awake.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The hydra makes as many bite attacks as it has heads.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 10 (1d10+5) piercing damage.
|
39
Monsters (Alt)/Monsters I.md
Normal file
39
Monsters (Alt)/Monsters I.md
Normal file
|
@ -0,0 +1,39 @@
|
|||
# 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.
|
3
Monsters (Alt)/Monsters J.md
Normal file
3
Monsters (Alt)/Monsters J.md
Normal file
|
@ -0,0 +1,3 @@
|
|||
# Monsters (J)
|
||||
|
||||
None.
|
87
Monsters (Alt)/Monsters K.md
Normal file
87
Monsters (Alt)/Monsters K.md
Normal file
|
@ -0,0 +1,87 @@
|
|||
# Monsters (K)
|
||||
|
||||
## Kobold
|
||||
|
||||
*Small humanoid (kobold), lawful evil*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 5 (2d6-2)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 7 (-2) | 15 (+2) | 9 (-1) | 8 (-1) | 7 (-2) | 8 (-1) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 8
|
||||
|
||||
**Languages** Common, Draconic
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Sunlight Sensitivity***. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
***Pack Tactics***. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Dagger***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage.
|
||||
|
||||
***Sling***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 4 (1d4+2) bludgeoning damage.
|
||||
|
||||
## Kraken
|
||||
|
||||
*Gargantuan monstrosity (titan), chaotic evil*
|
||||
|
||||
**Armor Class** 18 (natural armor)
|
||||
|
||||
**Hit Points** 472 (27d20+189)
|
||||
|
||||
**Speed** 20 ft., swim 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 30 (+10) | 11 (+0) | 25 (+7) | 22 (+6) | 18 (+4) | 20 (+5) |
|
||||
|
||||
**Saving Throws** Str +17, Dex +7, Con +14, Int +13, Wis +11
|
||||
|
||||
**Damage Immunities** lightning; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Condition Immunities** frightened, paralyzed
|
||||
|
||||
**Senses** truesight 120 ft., passive Perception 14
|
||||
|
||||
**Languages** understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
|
||||
|
||||
**Challenge** 23 (50,000 XP)
|
||||
|
||||
***Amphibious***. The kraken can breathe air and water.
|
||||
|
||||
***Freedom of Movement***. The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
|
||||
|
||||
***Siege Monster***. The kraken deals double damage to objects and structures.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +17 to hit, reach 5 ft., one target. *Hit:* 23 (3d8+10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.
|
||||
|
||||
If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
|
||||
|
||||
***Tentacle***. *Melee Weapon Attack:* +17 to hit, reach 30 ft., one target. *Hit:* 20 (3d6+10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
|
||||
|
||||
***Fling***. One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, 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 18 Dexterity saving throw or take the same damage and be knocked prone.
|
||||
|
||||
***Lightning Storm***. The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The kraken 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 kraken regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Tentacle Attack or Fling**. The kraken makes one tentacle attack or uses its Fling.
|
||||
|
||||
**Lightning Storm (Costs 2 Actions)**. The kraken uses Lightning Storm.
|
||||
|
||||
**Ink Cloud (Costs 3 Actions)**. While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.
|
338
Monsters (Alt)/Monsters L.md
Normal file
338
Monsters (Alt)/Monsters L.md
Normal file
|
@ -0,0 +1,338 @@
|
|||
# Monsters (L)
|
||||
|
||||
## Lamia
|
||||
|
||||
*Large monstrosity, chaotic evil*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 97 (13d10+26)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 13 (+1) | 15 (+2) | 14 (+2) | 15 (+2) | 16 (+3) |
|
||||
|
||||
**Skills** Deception +7, Insight +4, Stealth +3
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 12
|
||||
|
||||
**Languages** Abyssal, Common
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Innate Spellcasting***. The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
|
||||
|
||||
At will: *disguise self* (any humanoid form), *major image*
|
||||
|
||||
3/day each: *charm person*, *mirror image*, *scrying*, *suggestion*
|
||||
|
||||
1/day: *geas*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 14 (2d10+3) slashing damage.
|
||||
|
||||
***Dagger***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) piercing damage.
|
||||
|
||||
***Intoxicating Touch***. *Melee Spell Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
|
||||
|
||||
## Lich
|
||||
|
||||
*Medium undead, any evil alignment*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 135 (18d8+54)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 16 (+3) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) |
|
||||
|
||||
**Saving Throws** Con +10, Int +12, Wis +9
|
||||
|
||||
**Skills** Arcana +19, History +12, Insight +9, Perception +9
|
||||
|
||||
**Damage Resistances** cold, lightning, necrotic
|
||||
|
||||
**Damage Immunities** poison; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
|
||||
|
||||
**Senses** truesight 120 ft., passive Perception 19
|
||||
|
||||
**Languages** Common plus up to five other languages
|
||||
|
||||
**Challenge** 21 (33,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the lich fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
***Rejuvenation***. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
|
||||
|
||||
***Spellcasting***. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
|
||||
|
||||
Cantrips (at will): *mage hand*, *prestidigitation*, *ray of frost*
|
||||
1st level (4 slots): *detect magic*, *magic missile*, *shield*, *thunderwave*
|
||||
2nd level (3 slots): *acid arrow*, *detect thoughts*, *invisibility*, *mirror image*
|
||||
3rd level (3 slots): *animate dead*, *counterspell*, *dispel magic*, *fireball*
|
||||
4th level (3 slots): *blight*, *dimension door*
|
||||
5th level (3 slots): *cloudkill*, *scrying*
|
||||
6th level (1 slot): *disintegrate*, *globe of invulnerability*
|
||||
7th level (1 slot): *finger of death*, *plane shift*
|
||||
8th level (1 slot): *dominate monster*, *power word stun*
|
||||
9th level (1 slot): *power word kill*
|
||||
|
||||
***Turn Resistance***. The lich has advantage on saving throws against any effect that turns undead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Paralyzing Touch***. *Melee Spell Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed 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.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The lich 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 lich regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Cantrip**. The lich casts a cantrip.
|
||||
|
||||
**Paralyzing Touch (Costs 2 Actions)**. The lich uses its Paralyzing Touch.
|
||||
|
||||
**Frightening Gaze (Costs 2 Actions)**. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.
|
||||
|
||||
**Disrupt Life (Costs 3 Actions)**. Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Lizardfolk
|
||||
|
||||
*Medium humanoid (lizardfolk), neutral*
|
||||
|
||||
**Armor Class** 15 (natural armor, shield)
|
||||
|
||||
**Hit Points** 22 (4d8+4)
|
||||
|
||||
**Speed** 30 ft., swim 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 10 (+0) | 13 (+1) | 7 (-2) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3, Stealth +4, Survival +5
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** Draconic
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Hold Breath***. The lizardfolk can hold its breath for 15 minutes.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The lizardfolk makes two melee attacks, each one with a different weapon.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
***Heavy Club***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) bludgeoning damage.
|
||||
|
||||
***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.
|
||||
|
||||
***Spiked Shield***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
## Lycanthropes
|
||||
|
||||
### Werebear
|
||||
|
||||
*Medium humanoid (human, shapechanger), neutral good*
|
||||
|
||||
**Armor Class** 10 in humanoid form, 11 (natural armor) in bear and hybrid form
|
||||
|
||||
**Hit Points** 135 (18d8+54)
|
||||
|
||||
**Speed** 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) |
|
||||
|
||||
**Skills** Perception +7
|
||||
|
||||
**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
|
||||
|
||||
**Senses** passive Perception 17
|
||||
|
||||
**Languages** Common (can't speak in bear form)
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Shapechanger***. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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.
|
||||
|
||||
***Keen Smell***. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
|
||||
|
||||
***Bite (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10+4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
|
||||
|
||||
***Claw (Bear or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage.
|
||||
|
||||
***Greataxe (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (1d12+4) slashing damage.
|
||||
|
||||
### Wereboar
|
||||
|
||||
*Medium humanoid (human, shapechanger), neutral evil*
|
||||
|
||||
**Armor Class** 10 in humanoid form, 11 (natural armor) in boar or hybrid form
|
||||
|
||||
**Hit Points** 78 (12d8+24)
|
||||
|
||||
**Speed** 30 ft. (40 ft. in boar form)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 10 (+0) | 15 (+2) | 10 (+0) | 11 (+0) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +2
|
||||
|
||||
**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
|
||||
|
||||
**Senses** passive Perception 12
|
||||
|
||||
**Languages** Common (can't speak in boar form)
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Shapechanger***. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.
|
||||
|
||||
***Charge (Boar or Hybrid Form Only)***. If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
|
||||
|
||||
***Relentless (Recharges after a Short or Long Rest)***. If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack (Humanoid or Hybrid Form Only)***. The wereboar makes two attacks, only one of which can be with its tusks.
|
||||
|
||||
***Maul (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage.
|
||||
|
||||
***Tusks (Boar or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
|
||||
|
||||
### Wererat
|
||||
|
||||
*Medium humanoid (human, shapechanger), lawful evil*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 33 (6d8+6)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (-1) |
|
||||
|
||||
**Skills** Perception +2, Stealth +4
|
||||
|
||||
**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
|
||||
|
||||
**Senses** darkvision 60 ft. (rat form only), passive Perception 12
|
||||
|
||||
**Languages** Common (can't speak in rat form)
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Shapechanger***. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. 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.
|
||||
|
||||
***Keen Smell***. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack (Humanoid or Hybrid Form Only)***. The wererat makes two attacks, only one of which can be a bite.
|
||||
|
||||
***Bite (Rat or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
|
||||
|
||||
***Shortsword (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
***Hand Crossbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
### Weretiger
|
||||
|
||||
*Medium humanoid (human, shapechanger), neutral*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 120 (16d8+48)
|
||||
|
||||
**Speed** 30 ft. (40 ft. in tiger form)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 11 (+0) |
|
||||
|
||||
**Skills** Perception +5, Stealth +4
|
||||
|
||||
**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 15
|
||||
|
||||
**Languages** Common (can't speak in tiger form)
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Shapechanger***. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. 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.
|
||||
|
||||
***Keen Hearing and Smell***. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
***Pounce (Tiger or Hybrid Form Only)***. If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack (Humanoid or Hybrid Form Only)***. In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
|
||||
|
||||
***Bite (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.
|
||||
|
||||
***Claw (Tiger or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) slashing damage.
|
||||
|
||||
***Scimitar (Humanoid or Hybrid Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage.
|
||||
|
||||
***Longbow (Humanoid or Hybrid Form Only)***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage.
|
||||
|
||||
### Werewolf
|
||||
|
||||
*Medium humanoid (human, shapechanger), chaotic evil*
|
||||
|
||||
**Armor Class** 11 in humanoid form, 12 (natural armor) in wolf or hybrid form
|
||||
|
||||
**Hit Points** 58 (9d8+18)
|
||||
|
||||
**Speed** 30 ft. (40 ft. in wolf form)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Skills** Perception +4, Stealth +3
|
||||
|
||||
**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** Common (can't speak in wolf form)
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Shapechanger***. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.
|
||||
|
||||
***Keen Hearing and Smell***. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack (Humanoid or Hybrid Form Only)***. The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).
|
||||
|
||||
***Bite (Wolf or Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
|
||||
|
||||
***Claws (Hybrid Form Only)***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4+2) slashing damage.
|
||||
|
||||
***Spear (Humanoid Form Only)***. *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit:* 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if used with two hands to make a melee attack.
|
497
Monsters (Alt)/Monsters M.md
Normal file
497
Monsters (Alt)/Monsters M.md
Normal file
|
@ -0,0 +1,497 @@
|
|||
# Monsters (M)
|
||||
|
||||
## Magmin
|
||||
|
||||
*Small elemental, chaotic neutral*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 9 (2d6+2)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 7 (-2) | 15 (+2) | 12 (+1) | 8 (-1) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Ignan
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Death Burst***. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.
|
||||
|
||||
***Ignited Illumination***. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Touch***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
|
||||
|
||||
## Manticore
|
||||
|
||||
*Large monstrosity, lawful evil*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 68 (8d10+24)
|
||||
|
||||
**Speed** 30 ft., fly 50 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 16 (+3) | 17 (+3) | 7 (-2) | 12 (+1) | 8 (-1) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 11
|
||||
|
||||
**Languages** Common
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Tail Spike Regrowth***. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage.
|
||||
|
||||
***Tail Spike***. *Ranged Weapon Attack:* +5 to hit, range 100/200 ft., one target. *Hit:* 7 (1d8+3) piercing damage.
|
||||
|
||||
## Medusa
|
||||
|
||||
*Medium monstrosity, lawful evil*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 127 (17d8+51)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 15 (+2) | 16 (+3) | 12 (+1) | 13 (+1) | 15 (+2) |
|
||||
|
||||
**Skills** Deception +5, Insight +4, Perception +4, Stealth +5
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** Common
|
||||
|
||||
**Challenge** 6 (2,300 XP)
|
||||
|
||||
***Petrifying Gaze***. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the *greater restoration* spell or other magic.
|
||||
|
||||
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
|
||||
|
||||
If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The medusa makes either three melee attacks-one with its snake hair and two with its shortsword-or two ranged attacks with its longbow.
|
||||
|
||||
***Snake Hair***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage plus 14 (4d6) poison damage.
|
||||
|
||||
***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
***Longbow***. *Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage plus 7 (2d6) poison damage.
|
||||
|
||||
## Mephits
|
||||
|
||||
### 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.
|
||||
|
||||
### Ice Mephit
|
||||
|
||||
*Small elemental, neutral evil*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 21 (6d6)
|
||||
|
||||
**Speed** 30 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 7 (-2) | 13 (+1) | 10 (+0) | 9 (-1) | 11 (+0) | 12 (+1) |
|
||||
|
||||
**Skills** Perception +2, Stealth +3
|
||||
|
||||
**Damage Vulnerabilities** bludgeoning, fire
|
||||
|
||||
**Damage Immunities** cold, poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 12
|
||||
|
||||
**Languages** Aquan, Auran
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Death Burst***. When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.
|
||||
|
||||
***Innate Spellcasting (1/Day)***. The mephit can innately cast *fog cloud*, requiring no material components. Its innate spellcasting ability is Charisma.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) cold damage.
|
||||
|
||||
***Frost Breath (Recharge 6)***. The mephit exhales a 15- foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
### Magma Mephit
|
||||
|
||||
*Small elemental, neutral evil*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 22 (5d6+5)
|
||||
|
||||
**Speed** 30 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 8 (-1) | 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) | 10 (+0) |
|
||||
|
||||
**Skills** Stealth +3
|
||||
|
||||
**Damage Vulnerabilities** cold
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Ignan, Terran
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Death Burst***. When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***False Appearance***. While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
|
||||
|
||||
***Innate Spellcasting (1/Day)***. The mephit can innately cast *heat metal* (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 3 (1d4+1) slashing damage plus 2 (1d4) fire damage.
|
||||
|
||||
***Fire Breath (Recharge 6)***. The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
### Steam Mephit
|
||||
|
||||
*Small elemental, neutral evil*
|
||||
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 21 (6d6)
|
||||
|
||||
**Speed** 30 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 5 (-3) | 11 (+0) | 10 (+0) | 11 (+0) | 10 (+0) | 12 (+1) |
|
||||
|
||||
**Damage Immunities** fire, poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Aquan, Ignan
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Death Burst***. When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.
|
||||
|
||||
***Innate Spellcasting (1/Day)***. The mephit can innately cast *blur*, requiring no material components. Its innate spellcasting ability is Charisma.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) slashing damage plus 2 (1d4) fire damage.
|
||||
|
||||
***Steam Breath (Recharge 6)***. The mephit exhales a 15- foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Merfolk
|
||||
|
||||
*Medium humanoid (merfolk), neutral*
|
||||
|
||||
**Armor Class** 11
|
||||
|
||||
**Hit Points** 11 (2d8+2)
|
||||
|
||||
**Speed** 10 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 13 (+1) | 12 (+1) | 11 (+0) | 11 (+0) | 12 (+1) |
|
||||
|
||||
**Skills** Perception +2
|
||||
|
||||
**Senses** passive Perception 12
|
||||
|
||||
**Languages** Aquan, Common
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
***Amphibious***. The merfolk can breathe air and water.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Spear***. *Melee or Ranged Weapon Attack:* +2 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
|
||||
|
||||
## Merrow
|
||||
|
||||
*Large monstrosity, chaotic evil*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 45 (6d10+12)
|
||||
|
||||
**Speed** 10 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 10 (+0) | 15 (+2) | 8 (-1) | 10 (+0) | 9 (-1) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Abyssal, Aquan
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Amphibious***. The merrow can breathe air and water.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The merrow makes two attacks: one with its bite and one with its claws or harpoon.
|
||||
|
||||
***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:* 9 (2d4+4) slashing damage.
|
||||
|
||||
***Harpoon***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+3) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.
|
||||
|
||||
## Mimic
|
||||
|
||||
*Medium monstrosity (shapechanger), neutral*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 58 (9d8+18)
|
||||
|
||||
**Speed** 15 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 12 (+1) | 15 (+2) | 5 (-3) | 13 (+1) | 8 (-1) |
|
||||
|
||||
**Skills** Stealth +5
|
||||
|
||||
**Damage Immunities** acid
|
||||
|
||||
**Condition Immunities** prone
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Shapechanger***. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics 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.
|
||||
|
||||
***Adhesive (Object Form Only)***. The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.
|
||||
|
||||
***False Appearance (Object Form Only)***. While the mimic remains motionless, it is indistinguishable from an ordinary object.
|
||||
|
||||
***Grappler***. The mimic has advantage on attack rolls against any creature grappled by it.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Pseudopod***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8+3) piercing damage plus 4 (1d8) acid damage.
|
||||
|
||||
## Minotaur
|
||||
|
||||
*Large monstrosity, chaotic evil*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 76 (9d10+27)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 11 (+0) | 16 (+3) | 6 (-2) | 16 (+3) | 9 (-1) |
|
||||
|
||||
**Skills** Perception +7
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 17
|
||||
|
||||
**Languages** Abyssal
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Charge***. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
|
||||
|
||||
***Labyrinthine Recall***. The minotaur can perfectly recall any path it has traveled.
|
||||
|
||||
***Reckless***. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage.
|
||||
|
||||
***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage.
|
||||
|
||||
## Mummies
|
||||
|
||||
### Mummy
|
||||
|
||||
*Medium undead, lawful evil*
|
||||
|
||||
**Armor Class** 11 (natural armor)
|
||||
|
||||
**Hit Points** 58 (9d8+18)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 8 (-1) | 15 (+2) | 6 (-2) | 10 (+0) | 12 (+1) |
|
||||
|
||||
**Saving Throws** Wis +2
|
||||
|
||||
**Damage Vulnerabilities** fire
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** necrotic, poison
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** the languages it knew in life
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
|
||||
|
||||
***Rotting Fist***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6+3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic.
|
||||
|
||||
***Dreadful Glare***. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
|
||||
|
||||
### Mummy Lord
|
||||
|
||||
*Medium undead, lawful evil*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 97 (13d8+39)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 18 (+4) | 16 (+3) |
|
||||
|
||||
**Saving Throws** Con +8, Int +5, Wis +9, Cha +8
|
||||
|
||||
**Skills** History +5, Religion +5
|
||||
|
||||
**Damage Vulnerabilities** fire
|
||||
|
||||
**Damage Immunities** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** the languages it knew in life
|
||||
|
||||
**Challenge** 15 (13,000 XP)
|
||||
|
||||
***Magic Resistance***. The mummy lord has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
***Rejuvenation***. A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.
|
||||
|
||||
***Spellcasting***. The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:
|
||||
|
||||
Cantrips (at will): *sacred flame*, *thaumaturgy*
|
||||
1st level (4 slots): *command*, *guiding bolt*, *shield of faith*
|
||||
2nd level (3 slots): *hold person*, *silence*, *spiritual weapon*
|
||||
3rd level (3 slots): *animate dead*, *dispel magic*
|
||||
4th level (3 slots): *divination*, *guardian of faith*
|
||||
5th level (2 slots): *contagion*, *insect plague*
|
||||
6th level (1 slot): *harm*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
|
||||
|
||||
***Rotting Fist***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (3d6+4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the *remove curse* spell or other magic.
|
||||
|
||||
***Dreadful Glare***. The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The mummy lord 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 mummy lord regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Attack**. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
|
||||
|
||||
**Blinding Dust**. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
|
||||
|
||||
**Blasphemous Word (Costs 2 Actions)**. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
|
||||
|
||||
**Channel Negative Energy (Costs 2 Actions)**. The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
|
||||
|
||||
**Whirlwind of Sand (Costs 2 Actions)**. The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.
|
120
Monsters (Alt)/Monsters N.md
Normal file
120
Monsters (Alt)/Monsters N.md
Normal file
|
@ -0,0 +1,120 @@
|
|||
# Monsters (N)
|
||||
|
||||
## Nagas
|
||||
|
||||
### Guardian Naga
|
||||
|
||||
*Large monstrosity, lawful good*
|
||||
|
||||
**Armor Class** 18 (natural armor)
|
||||
|
||||
**Hit Points** 127 (15d10+45)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 18 (+4) | 16 (+3) | 16 (+3) | 19 (+4) | 18 (+4) |
|
||||
|
||||
**Saving Throws** Dex +6, Con +5, Wis +5, Cha +6
|
||||
|
||||
**Saving Throws** Dex +8, Con +7, Int +7, Wis +8, Cha +8
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** charmed, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** Celestial, Common
|
||||
|
||||
**Challenge** 10 (5,900 XP)
|
||||
|
||||
***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning.
|
||||
|
||||
***Spellcasting***. The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:
|
||||
|
||||
Cantrips (at will): *mending*, *sacred flame*, *thaumaturgy*
|
||||
1st level (4 slots): *command*, *cure wounds*, *shield of faith*
|
||||
2nd level (3 slots): *calm emotions*, *hold person*
|
||||
3rd level (3 slots): *bestow curse*, *clairvoyance*
|
||||
4th level (3 slots): *banishment*, *freedom of movement*
|
||||
5th level (2 slots): *flame strike*, *geas*
|
||||
6th level (1 slot): *true seeing*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. *Hit:* 8 (1d8+4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
***Spit Poison***. *Ranged Weapon Attack:* +8 to hit, range 15/30 ft., one creature. *Hit:* The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
### Spirit Naga
|
||||
|
||||
*Large monstrosity, chaotic evil*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 75 (10d10+20)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 17 (+3) | 14 (+2) | 16 (+3) | 15 (+2) | 16 (+3) |
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** charmed, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 12
|
||||
|
||||
**Languages** Abyssal, Common
|
||||
|
||||
**Challenge** 8 (3,900 XP)
|
||||
|
||||
***Rejuvenation***. If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning.
|
||||
|
||||
***Spellcasting***. The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:
|
||||
|
||||
Cantrips (at will): *mage hand*, *minor illusion*, *ray of frost*
|
||||
1st level (4 slots): *charm person*, *detect magic*, *sleep*
|
||||
2nd level (3 slots): *detect thoughts*, *hold person*
|
||||
3rd level (3 slots): *lightning bolt*, *water breathing*
|
||||
4th level (3 slots): *blight*, *dimension door*
|
||||
5th level (2 slots): *dominate person*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 7 (1d6+4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
## Nightmare
|
||||
|
||||
*Large fiend, neutral evil*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 68 (8d10+24)
|
||||
|
||||
**Speed** 60 ft., fly 90 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Senses** passive Perception 11
|
||||
|
||||
**Languages** understands Abyssal, Common, and Infernal but can't speak
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Confer Fire Resistance***. The nightmare can grant resistance to fire damage to anyone riding it.
|
||||
|
||||
***Illumination***. The nightmare sheds bright light in a 10- foot radius and dim light for an additional 10 feet.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage plus 7 (2d6) fire damage.
|
||||
|
||||
***Ethereal Stride***. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
|
329
Monsters (Alt)/Monsters O.md
Normal file
329
Monsters (Alt)/Monsters O.md
Normal file
|
@ -0,0 +1,329 @@
|
|||
# Monsters (O)
|
||||
|
||||
## Ogre
|
||||
|
||||
*Large giant, chaotic evil*
|
||||
|
||||
**Armor Class** 11 (hide armor)
|
||||
|
||||
**Hit Points** 59 (7d10+21)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 7 (-2) | 7 (-2) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 8
|
||||
|
||||
**Languages** Common, Giant
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Greatclub***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage.
|
||||
|
||||
***Javelin***. *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 11 (2d6+4) piercing damage.
|
||||
|
||||
## Oni
|
||||
|
||||
*Large giant, lawful evil*
|
||||
|
||||
**Armor Class** 16 (chain mail)
|
||||
|
||||
**Hit Points** 110 (13d10+39)
|
||||
|
||||
**Speed** 30 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 11 (+0) | 16 (+3) | 14 (+2) | 12 (+1) | 15 (+2) |
|
||||
|
||||
**Saving Throws** Dex +3, Con +6, Wis +4, Cha +5
|
||||
|
||||
**Skills** Arcana +5, Deception +8, Perception +4
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** Common, Giant
|
||||
|
||||
**Challenge** 7 (2,900 XP)
|
||||
|
||||
***Innate Spellcasting***. The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *darkness*, *invisibility*
|
||||
|
||||
1/day each: *charm person*, *cone of cold*, *gaseous form*, *sleep*
|
||||
|
||||
***Magic Weapons***. The oni's weapon attacks are magical.
|
||||
|
||||
***Regeneration***. The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The oni makes two attacks, either with its claws or its glaive.
|
||||
|
||||
***Claw (Oni Form Only)***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8+4) slashing damage.
|
||||
|
||||
***Glaive***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10+4) slashing damage, or 9 (1d10+4) slashing damage in Small or Medium form.
|
||||
|
||||
***Change Shape***. The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.
|
||||
|
||||
## Oozes
|
||||
|
||||
### Black Pudding
|
||||
|
||||
*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.
|
||||
|
||||
### Gelatinous Cube
|
||||
|
||||
*Large ooze, unaligned*
|
||||
|
||||
**Armor Class** 6
|
||||
|
||||
**Hit Points** 84 (8d10+40)
|
||||
|
||||
**Speed** 15 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 3 (-4) | 20 (+5) | 1 (-5) | 6 (-2) | 1 (-5) |
|
||||
|
||||
**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone
|
||||
|
||||
**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Ooze Cube***. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.
|
||||
|
||||
Creatures inside the cube can be seen but have total cover.
|
||||
|
||||
A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.
|
||||
|
||||
The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.
|
||||
|
||||
***Transparent***. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) acid damage.
|
||||
|
||||
***Engulf***. The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.
|
||||
|
||||
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.
|
||||
|
||||
On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.
|
||||
|
||||
An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
|
||||
|
||||
### Gray Ooze
|
||||
|
||||
*Medium ooze, unaligned*
|
||||
|
||||
**Armor Class** 8
|
||||
|
||||
**Hit Points** 22 (3d8+9)
|
||||
|
||||
**Speed** 10 ft., climb 10 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 6 (-2) | 16 (+3) | 1 (-5) | 6 (-2) | 2 (-4) |
|
||||
|
||||
**Skills** Stealth +2
|
||||
|
||||
**Damage Resistances** acid, cold, fire
|
||||
|
||||
**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone
|
||||
|
||||
**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Amorphous***. The ooze can move through a space as narrow as 1 inch wide without squeezing.
|
||||
|
||||
***Corrode Metal***. Any nonmagical weapon made of metal that hits the ooze 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 that hits the ooze is destroyed after dealing damage.
|
||||
|
||||
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
|
||||
|
||||
***False Appearance***. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Pseudopod***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded 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.
|
||||
|
||||
### Ochre Jelly
|
||||
|
||||
*Large ooze, unaligned*
|
||||
|
||||
**Armor Class** 8
|
||||
|
||||
**Hit Points** 45 (6d10+12)
|
||||
|
||||
**Speed** 10 ft., climb 10 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 6 (-2) | 14 (+2) | 2 (-4) | 6 (-2) | 1 (-5) |
|
||||
|
||||
**Damage Resistances** acid
|
||||
|
||||
**Damage Immunities** lightning, slashing
|
||||
|
||||
**Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone
|
||||
|
||||
**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Amorphous***. The jelly can move through a space as narrow as 1 inch wide without squeezing.
|
||||
|
||||
***Spider Climb***. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Pseudopod***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage.
|
||||
|
||||
###### Reactions
|
||||
|
||||
***Split***. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.
|
||||
|
||||
## Orc
|
||||
|
||||
*Medium humanoid (orc), chaotic evil*
|
||||
|
||||
**Armor Class** 13 (hide armor)
|
||||
|
||||
**Hit Points** 15 (2d8+6)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 12 (+1) | 16 (+3) | 7 (-2) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Skills** Intimidation +2
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Common, Orc
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Aggressive***. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Greataxe***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12+3) slashing damage.
|
||||
|
||||
***Javelin***. *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6+3) piercing damage.
|
||||
|
||||
## Otyugh
|
||||
|
||||
*Large aberration, neutral*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 114 (12d10+48)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 11 (+0) | 19 (+4) | 6 (-2) | 13 (+1) | 6 (-2) |
|
||||
|
||||
**Saving Throws** Con +7
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 11
|
||||
|
||||
**Languages** Otyugh
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Limited Telepathy***. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The otyugh makes three attacks: one with its bite and two with its tentacles.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8+3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
|
||||
|
||||
***Tentacle***. *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8+3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
|
||||
|
||||
***Tentacle Slam***. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6+3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
|
||||
|
||||
## Owlbear
|
||||
|
||||
*Large monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 59 (7d10+21)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 20 (+5) | 12 (+1) | 17 (+3) | 3 (-4) | 12 (+1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +3
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Keen Sight and Smell***. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The owlbear makes two attacks: one with its beak and one with its claws.
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10+5) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8+5) slashing damage.
|
97
Monsters (Alt)/Monsters P.md
Normal file
97
Monsters (Alt)/Monsters P.md
Normal file
|
@ -0,0 +1,97 @@
|
|||
# Monsters (P)
|
||||
|
||||
## Pegasus
|
||||
|
||||
*Large celestial, chaotic good*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 59 (7d10+21)
|
||||
|
||||
**Speed** 60 ft., fly 90 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 15 (+2) | 13 (+1) |
|
||||
|
||||
**Saving Throws** Dex +4, Wis +4, Cha +3
|
||||
|
||||
**Skills** Perception +6
|
||||
|
||||
**Senses** passive Perception 16
|
||||
|
||||
**Languages** understands Celestial, Common, Elvish, and Sylvan but can't speak
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage.
|
||||
|
||||
## Pseudodragon
|
||||
|
||||
*Tiny dragon, neutral good*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 7 (2d4+2)
|
||||
|
||||
**Speed** 15 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 6 (-2) | 15 (+2) | 13 (+1) | 10 (+0) | 12 (+1) | 10 (+0) |
|
||||
|
||||
**Skills** Perception +3, Stealth +4
|
||||
|
||||
**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** understands Common and Draconic but can't speak
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Keen Senses***. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
|
||||
|
||||
***Magic Resistance***. The pseudodragon has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
***Limited Telepathy***. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4+2) piercing damage.
|
||||
|
||||
***Sting***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4+2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
|
||||
|
||||
## Purple Worm
|
||||
|
||||
*Gargantuan monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 18 (natural armor)
|
||||
|
||||
**Hit Points** 247 (15d20+90)
|
||||
|
||||
**Speed** 50 ft., burrow 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 28 (+9) | 7 (-2) | 22 (+6) | 1 (-5) | 8 (-1) | 4 (-3) |
|
||||
|
||||
**Saving Throws** Con +11, Wis +4
|
||||
|
||||
**Senses** blindsight 30 ft., tremorsense 60 ft., passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 15 (13,000 XP)
|
||||
|
||||
***Tunneler***. The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot diameter tunnel in its wake.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The worm makes two attacks: one with its bite and one with its stinger.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 22 (3d8+9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.
|
||||
|
||||
If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
|
||||
|
||||
***Tail Stinger***. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6+9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
|
3
Monsters (Alt)/Monsters Q.md
Normal file
3
Monsters (Alt)/Monsters Q.md
Normal file
|
@ -0,0 +1,3 @@
|
|||
# Monsters (Q)
|
||||
|
||||
None.
|
179
Monsters (Alt)/Monsters R.md
Normal file
179
Monsters (Alt)/Monsters R.md
Normal file
|
@ -0,0 +1,179 @@
|
|||
# Monsters (R)
|
||||
|
||||
## Rakshasa
|
||||
|
||||
*Medium fiend, lawful evil*
|
||||
|
||||
**Armor Class** 16 (natural armor)
|
||||
|
||||
**Hit Points** 110 (13d8+52)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 14 (+2) | 17 (+3) | 18 (+4) | 13 (+1) | 16 (+3) | 20 (+5) |
|
||||
|
||||
**Skills** Deception +10, Insight +8
|
||||
|
||||
**Damage Vulnerabilities** piercing from magic weapons wielded by good creatures
|
||||
|
||||
**Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** Common, Infernal
|
||||
|
||||
**Challenge** 13 (10,000 XP)
|
||||
|
||||
***Limited Magic Immunity***. The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
|
||||
|
||||
***Innate Spellcasting***. The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material Components
|
||||
|
||||
At will: *detect thoughts*, *disguise self*, *mage hand*, *minor illusion*
|
||||
|
||||
3/day each: *charm person*, *detect magic*, *invisibility*, *major image*, *suggestion*
|
||||
|
||||
1/day each: *dominate person*, *fly*, *plane shift*, *true seeing*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The rakshasa makes two claw attacks.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (2d6+2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a *remove curse* spell or similar magic.
|
||||
|
||||
## Remorhaz
|
||||
|
||||
*Huge monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 195 (17d12+85)
|
||||
|
||||
**Speed** 30 ft., burrow 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 24 (+7) | 13 (+1) | 21 (+5) | 4 (-3) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Damage Immunities** cold, fire
|
||||
|
||||
**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 11 (7,200 XP)
|
||||
|
||||
***Heated Body***. A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 40 (6d10+7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.
|
||||
|
||||
***Swallow***. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.
|
||||
|
||||
If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
|
||||
|
||||
## Roc
|
||||
|
||||
*Gargantuan monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 248 (16d20+80)
|
||||
|
||||
**Speed** 20 ft., fly 120 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 28 (+9) | 10 (+0) | 20 (+5) | 3 (-4) | 10 (+0) | 9 (-1) |
|
||||
|
||||
**Saving Throws** Dex +4, Con +9, Wis +4, Cha +3
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Senses** passive Perception 14
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 11 (7,200 XP)
|
||||
|
||||
***Keen Sight***. The roc has advantage on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The roc makes two attacks: one with its beak and one with its talons.
|
||||
|
||||
***Beak***. *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 27 (4d8+9) piercing damage.
|
||||
|
||||
***Talons***. *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 23 (4d6+9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
|
||||
|
||||
## Roper
|
||||
|
||||
*Large monstrosity, neutral evil*
|
||||
|
||||
**Armor Class** 20 (natural armor)
|
||||
|
||||
**Hit Points** 93 (11d10+33)
|
||||
|
||||
**Speed** 10 ft., climb 10 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 8 (-1) | 17 (+3) | 7 (-2) | 16 (+3) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +6, Stealth +5
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 16
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***False Appearance***. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
|
||||
|
||||
***Grasping Tendrils***. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
|
||||
|
||||
***Spider Climb***. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 22 (4d8+4) piercing damage.
|
||||
|
||||
***Tendril***. *Melee Weapon Attack:* +7 to hit, reach 50 ft., one creature. *Hit:* The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
|
||||
|
||||
***Reel***. The roper pulls each creature grappled by it up to 25 feet straight toward it.
|
||||
|
||||
## Rust Monster
|
||||
|
||||
*Medium monstrosity, unaligned*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 27 (5d8+5)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 12 (+1) | 13 (+1) | 2 (-4) | 13 (+1) | 6 (-2) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 11
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Iron Scent***. The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
|
||||
|
||||
***Rust Metal***. Any nonmagical weapon made of metal that hits the rust monster 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 that hits the rust monster is destroyed after dealing damage.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8+1) piercing damage.
|
||||
|
||||
***Antennae***. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.
|
||||
|
||||
If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
|
586
Monsters (Alt)/Monsters S.md
Normal file
586
Monsters (Alt)/Monsters S.md
Normal file
|
@ -0,0 +1,586 @@
|
|||
# Monsters (S)
|
||||
|
||||
## Sahuagin
|
||||
|
||||
*Medium humanoid (sahuagin), lawful evil*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 22 (4d8+4)
|
||||
|
||||
**Speed** 30 ft., swim 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 11 (+0) | 12 (+1) | 12 (+1) | 13 (+1) | 9 (-1) |
|
||||
|
||||
**Skills** Perception +5
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 15
|
||||
|
||||
**Languages** Sahuagin
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Blood Frenzy***. The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
|
||||
|
||||
***Limited Amphibiousness***. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
|
||||
|
||||
***Shark Telepathy***. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4+1) slashing damage.
|
||||
|
||||
***Spear***. *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6+1) piercing damage, or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.
|
||||
|
||||
## Salamander
|
||||
|
||||
*Large elemental, neutral evil*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 90 (12d10+24)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 10 (+0) | 12 (+1) |
|
||||
|
||||
**Damage Vulnerabilities** cold
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** fire
|
||||
|
||||
**Sense**s darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** Ignan
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Heated Body***. A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
|
||||
|
||||
***Heated Weapons***. Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The salamander makes two attacks: one with its spear and one with its tail.
|
||||
|
||||
***Spear***. *Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6+4) piercing damage, or 13 (2d8+4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.
|
||||
|
||||
## Satyr
|
||||
|
||||
*Medium fey, chaotic neutral*
|
||||
|
||||
**Armor Class** 14 (leather armor)
|
||||
|
||||
**Hit Points** 31 (7d8)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 12 (+1) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) | 14 (+2) |
|
||||
|
||||
**Skills** Perception +2, Performance +6, Stealth +5
|
||||
|
||||
**Sense**s passive Perception 12
|
||||
|
||||
**Languages** Common, Elvish, Sylvan
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Magic Resistance***. The satyr has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Ram***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4+1) bludgeoning damage.
|
||||
|
||||
***Shortsword***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) piercing damage.
|
||||
|
||||
***Shortbow***. *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6+3) piercing damage.
|
||||
|
||||
## Shadow
|
||||
|
||||
*Medium undead, chaotic evil*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 16 (3d8+3)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 6 (-2) | 14 (+2) | 13 (+1) | 6 (-2) | 10 (+0) | 8 (-1) |
|
||||
|
||||
**Skills** Stealth +4 (+6 in dim light or darkness)
|
||||
|
||||
**Damage Vulnerabilities** radiant
|
||||
|
||||
**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** necrotic, poison
|
||||
|
||||
**Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
***Amorphous***. The shadow can move through a space as narrow as 1 inch wide without squeezing.
|
||||
|
||||
***Shadow Stealth***. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
|
||||
|
||||
***Sunlight Weakness***. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Strength Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6+2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
|
||||
|
||||
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
|
||||
|
||||
## Shambling Mound
|
||||
|
||||
*Large plant, unaligned*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 136 (16d10+48)
|
||||
|
||||
**Speed** 20 ft., swim 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 8 (-1) | 16 (+3) | 5 (-3) | 10 (+0) | 5 (-3) |
|
||||
|
||||
**Skills** Stealth +2
|
||||
|
||||
**Damage Resistances** cold, fire
|
||||
|
||||
**Damage Immunities** lightning
|
||||
|
||||
**Condition Immunities** blinded, deafened, exhaustion
|
||||
|
||||
**Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Lightning Absorption***. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage.
|
||||
|
||||
***Engulf***. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8+4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
|
||||
|
||||
## Shield Guardian
|
||||
|
||||
*Large construct, unaligned*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 142 (15d10+60)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 8 (-1) | 18 (+4) | 7 (-2) | 10 (+0) | 3 (-4) |
|
||||
|
||||
**Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
|
||||
|
||||
**Languages** understands commands given in any language but can't speak
|
||||
|
||||
**Challenge** 7 (2,900 XP)
|
||||
|
||||
***Bound***. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.
|
||||
|
||||
***Regeneration***. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
|
||||
|
||||
***Spell Storing***. A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The guardian makes two fist attacks.
|
||||
|
||||
***Fist***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage.
|
||||
|
||||
###### Reactions
|
||||
|
||||
***Shield***. When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.
|
||||
|
||||
## Skeletons
|
||||
|
||||
### Skeleton
|
||||
|
||||
*Medium undead, lawful evil*
|
||||
|
||||
**Armor Class** 13 (armor scraps)
|
||||
|
||||
**Hit Points** 13 (2d8+4)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 14 (+2) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) |
|
||||
|
||||
**Damage Vulnerabilities** bludgeoning
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** exhaustion, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 9
|
||||
|
||||
**Languages** understands all languages it knew in life but can't speak
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Shortsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
***Shortbow***. *Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6+2) piercing damage.
|
||||
|
||||
### Minotaur Skeleton
|
||||
|
||||
*Large undead, lawful evil*
|
||||
|
||||
**Armor Class** 12 (natural armor)
|
||||
|
||||
**Hit Points** 67 (9d10+18)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 11 (+0) | 15 (+2) | 6 (-2) | 8 (-1) | 5 (-3) |
|
||||
|
||||
**Damage Vulnerabilities** bludgeoning
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** exhaustion, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 9
|
||||
|
||||
**Languages** understands Abyssal but can't speak
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Charge***. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore 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 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Greataxe***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (2d12+4) slashing damage.
|
||||
|
||||
***Gore***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) piercing damage.
|
||||
|
||||
### Warhorse Skeleton
|
||||
|
||||
*Large undead, lawful evil*
|
||||
|
||||
**Armor Class** 13 (barding scraps)
|
||||
|
||||
**Hit Points** 22 (3d10+6)
|
||||
|
||||
**Speed** 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 12 (+1) | 15 (+2) | 2 (-4) | 8 (-1) | 5 (-3) |
|
||||
|
||||
**Damage Vulnerabilities** bludgeoning
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** exhaustion, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/2 (100 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Hooves***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage.
|
||||
|
||||
## Specter
|
||||
|
||||
*Medium undead, chaotic evil*
|
||||
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 22 (5d8)
|
||||
|
||||
**Speed** 0 ft., fly 50 ft. (hover)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 1 (-5) | 14 (+2) | 11 (+0) | 10 (+0) | 10 (+0) | 11 (+0) |
|
||||
|
||||
**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** necrotic, poison
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 10
|
||||
|
||||
**Languages** understands all languages it knew in life but can't speak
|
||||
|
||||
**Challenge** 1 (200 XP)
|
||||
|
||||
***Incorporeal Movement***. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
|
||||
|
||||
***Sunlight Sensitivity***. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Life Drain***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
|
||||
|
||||
## Sphinxes
|
||||
|
||||
### Androsphinx
|
||||
|
||||
*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.
|
||||
|
||||
### Gynosphinx
|
||||
|
||||
*Large monstrosity, lawful neutral*
|
||||
|
||||
**Armor Class** 17 (natural armor)
|
||||
|
||||
**Hit Points** 136 (16d10+48)
|
||||
|
||||
**Speed** 40 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 15 (+2) | 16 (+3) | 18 (+4) | 18 (+4) | 18 (+4) |
|
||||
|
||||
**Skills** Arcana +12, History +12, Perception +8, Religion +8
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Damage Immunities** psychic
|
||||
|
||||
**Condition Immunities** charmed, frightened
|
||||
|
||||
**Senses** truesight 120 ft., passive Perception 18
|
||||
|
||||
**Languages** Common, Sphinx
|
||||
|
||||
**Challenge** 11 (7,200 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 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:
|
||||
|
||||
Cantrips (at will): *mage hand*, *minor illusion*, *prestidigitation*
|
||||
1st level (4 slots): *detect magic*, *identify*, *shield*
|
||||
2nd level (3 slots): *darkness*, *locate object*, *suggestion*
|
||||
3rd level (3 slots): *dispel magic*, *remove curse*, *tongues*
|
||||
4th level (3 slots): *banishment*, *greater invisibility*
|
||||
5th level (1 slot): *legend lore*
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The sphinx makes two claw attacks.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage.
|
||||
|
||||
###### 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.
|
||||
|
||||
## Sprite
|
||||
|
||||
*Tiny fey, neutral good*
|
||||
|
||||
**Armor Class** 15 (leather armor)
|
||||
|
||||
**Hit Points** 2 (1d4)
|
||||
|
||||
**Speed** 10 ft., fly 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 3 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
|
||||
|
||||
**Skills** Perception +3, Stealth +8
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** Common, Elvish, Sylvan
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Longsword***. *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.
|
||||
|
||||
***Shortbow***. *Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
|
||||
|
||||
***Heart Sight***. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
|
||||
|
||||
***Invisibility***. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
|
||||
|
||||
## Stirge
|
||||
|
||||
*Tiny beast, unaligned*
|
||||
|
||||
**Armor Class** 14 (natural armor)
|
||||
|
||||
**Hit Points** 2 (1d4)
|
||||
|
||||
**Speed** 10 ft., fly 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 4 (-3) | 16 (+3) | 11 (+0) | 2 (-4) | 8 (-1) | 6 (-2) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 9
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 1/8 (25 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Blood Drain***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4+3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4+3) hit points due to blood loss.
|
||||
|
||||
The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.
|
||||
|
||||
## Succubus/Incubus
|
||||
|
||||
*Medium fiend (shapechanger), neutral evil*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 66 (12d8+12)
|
||||
|
||||
**Speed** 30 ft., fly 60 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 8 (-1) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) | 20 (+5) |
|
||||
|
||||
**Skills** Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7
|
||||
|
||||
**Damage Resistances** cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 15
|
||||
|
||||
**Languages** Abyssal, Common, Infernal, telepathy 60 ft.
|
||||
|
||||
**Challenge** 4 (1,100 XP)
|
||||
|
||||
***Telepathic Bond***. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
|
||||
|
||||
***Shapechanger***. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics 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.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Claw (Fiend Form Only)***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage.
|
||||
|
||||
***Charm***. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
|
||||
|
||||
The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
|
||||
|
||||
***Draining Kiss***. The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15
|
||||
|
||||
Constitution saving throw against this magic, taking 32 (5d10+5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
|
||||
|
||||
***Etherealness***. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
|
135
Monsters (Alt)/Monsters T.md
Normal file
135
Monsters (Alt)/Monsters T.md
Normal file
|
@ -0,0 +1,135 @@
|
|||
# Monsters (T)
|
||||
|
||||
## Tarrasque
|
||||
|
||||
*Gargantuan monstrosity (titan), unaligned*
|
||||
|
||||
**Armor Class** 25 (natural armor)
|
||||
|
||||
**Hit Points** 676 (33d20+330)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 30 (+10) | 11 (+0) | 30 (+10) | 3 (-4) | 11 (+0) | 11 (+0) |
|
||||
|
||||
**Saving Throws** Int +5, Wis +9, Cha +9
|
||||
|
||||
**Damage Immunities** fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Condition Immunities** charmed, frightened, paralyzed, poisoned
|
||||
|
||||
**Senses** blindsight 120 ft., passive Perception 10
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 30 (155,000 XP)
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the tarrasque fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
***Magic Resistance***. The tarrasque has advantage on saving throws against spells and other magical effects.
|
||||
|
||||
***Reflective Carapace***. Any time the tarrasque is targeted by a *magic missile* spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
|
||||
|
||||
***Siege Monster***. The tarrasque deals double damage to objects and structures.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 28 (4d8+10) slashing damage.
|
||||
|
||||
***Horns***. *Melee Weapon Attack:* +19 to hit, reach 10 ft., one target. *Hit:* 32 (4d10+10) piercing damage.
|
||||
|
||||
***Tail***. *Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *Hit:* 24 (4d6+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
|
||||
|
||||
***Frightful Presence***. Each creature of the tarrasque's choice within 120 feet of it 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, with disadvantage if the tarrasque is within line of sight, 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 tarrasque's Frightful Presence for the next 24 hours.
|
||||
|
||||
***Swallow***. The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.
|
||||
|
||||
If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The tarrasque 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 tarrasque regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Attack**. The tarrasque makes one claw attack or tail attack.
|
||||
|
||||
**Move**. The tarrasque moves up to half its speed.
|
||||
|
||||
**Chomp (Costs 2 Actions)**. The tarrasque makes one bite attack or uses its Swallow.
|
||||
|
||||
## Treant
|
||||
|
||||
*Huge plant, chaotic good*
|
||||
|
||||
**Armor Class** 16 (natural armor)
|
||||
|
||||
**Hit Points** 138 (12d12+60)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 23 (+6) | 8 (-1) | 21 (+5) | 12 (+1) | 16 (+3) | 12 (+1) |
|
||||
|
||||
**Damage Resistances** bludgeoning, piercing
|
||||
|
||||
**Damage Vulnerabilities** fire
|
||||
|
||||
**Senses** passive Perception 13
|
||||
|
||||
**Languages** Common, Druidic, Elvish, Sylvan
|
||||
|
||||
**Challenge** 9 (5,000 XP)
|
||||
|
||||
***False Appearance***. While the treant remains motionless, it is indistinguishable from a normal tree.
|
||||
|
||||
***Siege Monster***. The treant deals double damage to objects and structures.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The treant makes two slam attacks.
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (3d6+6) bludgeoning damage.
|
||||
|
||||
***Rock***. *Ranged Weapon Attack:* +10 to hit, range 60/180 ft., one target. *Hit:* 28 (4d10+6) bludgeoning damage.
|
||||
|
||||
***Animate Trees (1/Day)***. The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
|
||||
|
||||
## Troll
|
||||
|
||||
*Large giant, chaotic evil*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 84 (8d10+40)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 13 (+1) | 20 (+5) | 7 (-2) | 9 (-1) | 7 (-2) |
|
||||
|
||||
**Skills** Perception +2
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 12
|
||||
|
||||
**Languages** Giant
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Keen Smell***. The troll has advantage on Wisdom (Perception) checks that rely on smell.
|
||||
|
||||
***Regeneration***. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The troll makes three attacks: one with its bite and two with its claws.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6+4) piercing damage.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6+4) slashing damage.
|
59
Monsters (Alt)/Monsters U.md
Normal file
59
Monsters (Alt)/Monsters U.md
Normal file
|
@ -0,0 +1,59 @@
|
|||
# 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.
|
127
Monsters (Alt)/Monsters V.md
Normal file
127
Monsters (Alt)/Monsters V.md
Normal file
|
@ -0,0 +1,127 @@
|
|||
# Monsters (V)
|
||||
|
||||
## Vampires
|
||||
|
||||
### Vampire
|
||||
|
||||
*Medium undead (shapechanger), lawful evil*
|
||||
|
||||
**Armor Class** 16 (natural armor)
|
||||
|
||||
**Hit Points** 144 (17d8+68)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 18 (+4) | 18 (+4) | 17 (+3) | 15 (+2) | 18 (+4) |
|
||||
|
||||
**Saving Throws** Dex +9, Wis +7, Cha +9
|
||||
|
||||
**Skills** Perception +7, Stealth +9
|
||||
|
||||
**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 17
|
||||
|
||||
**Languages** the languages it knew in life
|
||||
|
||||
**Challenge** 13 (10,000 XP)
|
||||
|
||||
***Shapechanger***. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
|
||||
|
||||
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
|
||||
|
||||
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
|
||||
|
||||
***Legendary Resistance (3/Day)***. If the vampire fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
***Misty Escape***. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.
|
||||
|
||||
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
|
||||
|
||||
***Regeneration***. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
|
||||
|
||||
***Spider Climb***. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
***Vampire Weaknesses***. The vampire has the following flaws:
|
||||
|
||||
*Forbiddance*. The vampire can't enter a residence without an invitation from one of the occupants.
|
||||
|
||||
*Harmed by Running Water*. The vampire takes 20 acid damage if it ends its turn in running water.
|
||||
|
||||
*Stake to the Heart*. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
|
||||
|
||||
*Sunlight Hypersensitivity*. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack (Vampire Form Only)***. The vampire makes two attacks, only one of which can be a bite attack.
|
||||
|
||||
***Unarmed Strike (Vampire Form Only)***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 8 (1d8+4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
|
||||
|
||||
***Bite (Bat or Vampire Form Only)***. *Melee Weapon Attack:* +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 7 (1d6+4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
|
||||
|
||||
***Charm***. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
|
||||
|
||||
Each time the vampire or the vampire's companions 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 vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
|
||||
|
||||
***Children of the Night (1/Day)***. The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
|
||||
|
||||
###### Legendary Actions
|
||||
|
||||
The vampire 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 vampire regains spent legendary actions at the start of its turn.
|
||||
|
||||
**Move**. The vampire moves up to its speed without provoking opportunity attacks.
|
||||
|
||||
**Unarmed Strike**. The vampire makes one unarmed strike.
|
||||
|
||||
**Bite (Costs 2 Actions)**. The vampire makes one bite attack.
|
||||
|
||||
### Vampire Spawn
|
||||
|
||||
*Medium undead, neutral evil*
|
||||
|
||||
**Armor Class** 15 (natural armor)
|
||||
|
||||
**Hit Points** 82 (11d8+33)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 16 (+3) | 16 (+3) | 11 (+0) | 10 (+0) | 12 (+1) |
|
||||
|
||||
**Saving Throws** Dex +6, Wis +3
|
||||
|
||||
**Skills** Perception +3, Stealth +6
|
||||
|
||||
**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** the languages it knew in life
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Regeneration***. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
|
||||
|
||||
***Spider Climb***. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
|
||||
|
||||
***Vampire Weaknesses***. The vampire has the following flaws:
|
||||
|
||||
*Forbiddance*. The vampire can't enter a residence without an invitation from one of the occupants.
|
||||
|
||||
*Harmed by Running Water*. The vampire takes 20 acid damage when it ends its turn in running water.
|
||||
|
||||
*Stake to the Heart*. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
|
||||
|
||||
*Sunlight Hypersensitivity*. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The vampire makes two attacks, only one of which can be a bite attack.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 8 (2d4+3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 6 (1d6+3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
|
151
Monsters (Alt)/Monsters W.md
Normal file
151
Monsters (Alt)/Monsters W.md
Normal file
|
@ -0,0 +1,151 @@
|
|||
# Monsters (W)
|
||||
|
||||
## Wight
|
||||
|
||||
*Medium undead, neutral evil*
|
||||
|
||||
**Armor Class** 14 (studded leather)
|
||||
|
||||
**Hit Points** 45 (6d8+18)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 14 (+2) | 16 (+3) | 10 (+0) | 13 (+1) | 15 (+2) |
|
||||
|
||||
**Skills** Perception +3, Stealth +4
|
||||
|
||||
**Damage Resistances** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** exhaustion, poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 13
|
||||
|
||||
**Languages** the languages it knew in life
|
||||
|
||||
**Challenge** 3 (700 XP)
|
||||
|
||||
***Sunlight Sensitivity***. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.
|
||||
|
||||
***Life Drain***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
|
||||
|
||||
A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
|
||||
|
||||
***Longsword***. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.
|
||||
|
||||
***Longbow***. *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8+2) piercing damage.
|
||||
|
||||
## Will-o'-Wisp
|
||||
|
||||
*Tiny undead, chaotic evil*
|
||||
|
||||
**Armor Class** 19
|
||||
|
||||
**Hit Points** 22 (9d4)
|
||||
|
||||
**Speed** 0 ft., fly 50 ft. (hover)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 1 (-5) | 28 (+9) | 10 (+0) | 13 (+1) | 14 (+2) | 11 (+0) |
|
||||
|
||||
**Damage Immunities** lightning, poison
|
||||
|
||||
**Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
|
||||
|
||||
**Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
|
||||
|
||||
**Senses** darkvision 120 ft., passive Perception 12
|
||||
|
||||
**Languages** the languages it knew in life
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Consume Life***. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
|
||||
|
||||
***Ephemeral***. The will-o'-wisp can't wear or carry anything.
|
||||
|
||||
***Incorporeal Movement***. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
|
||||
|
||||
***Variable Illumination***. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Shock***. *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d8) lightning damage.
|
||||
|
||||
***Invisibility***. The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).
|
||||
|
||||
## Wraith
|
||||
|
||||
*Medium undead, neutral evil*
|
||||
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 67 (9d8+27)
|
||||
|
||||
**Speed** 0 ft., fly 60 ft. (hover)
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) |
|
||||
|
||||
**Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
|
||||
|
||||
**Damage Immunities** necrotic, poison
|
||||
|
||||
**Condition Immunities** charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 12
|
||||
|
||||
**Languages** the languages it knew in life
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Incorporeal Movement***. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
|
||||
|
||||
***Sunlight Sensitivity***. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Life Drain***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
|
||||
|
||||
***Create Specter***. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
|
||||
|
||||
## Wyvern
|
||||
|
||||
*Large dragon, unaligned*
|
||||
|
||||
**Armor Class** 13 (natural armor)
|
||||
|
||||
**Hit Points** 110 (13d10+39)
|
||||
|
||||
**Speed** 20 ft., fly 80 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 10 (+0) | 16 (+3) | 5 (-3) | 12 (+1) | 6 (-2) |
|
||||
|
||||
**Skills** Perception +4
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 14
|
||||
|
||||
**Languages** -
|
||||
|
||||
**Challenge** 6 (2,300 XP)
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage.
|
||||
|
||||
***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) slashing damage.
|
||||
|
||||
***Stinger***. *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6+4) piercing damage. 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.
|
39
Monsters (Alt)/Monsters X.md
Normal file
39
Monsters (Alt)/Monsters X.md
Normal file
|
@ -0,0 +1,39 @@
|
|||
# Monsters (X)
|
||||
|
||||
## Xorn
|
||||
|
||||
*Medium elemental, neutral*
|
||||
|
||||
**Armor Class** 19 (natural armor)
|
||||
|
||||
**Hit Points** 73 (7d8+42)
|
||||
|
||||
**Speed** 20 ft., burrow 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 17 (+3) | 10 (+0) | 22 (+6) | 11 (+0) | 10 (+0) | 11 (+0) |
|
||||
|
||||
**Skills** Perception +6, Stealth +3
|
||||
|
||||
**Damage Resistances** piercing and slashing from nonmagical attacks that aren't adamantine
|
||||
|
||||
**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 16
|
||||
|
||||
**Languages** Terran
|
||||
|
||||
**Challenge** 5 (1,800 XP)
|
||||
|
||||
***Earth Glide***. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
|
||||
|
||||
***Stone Camouflage***. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
|
||||
|
||||
***Treasure Sense***. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Multiattack***. The xorn makes three claw attacks and one bite attack.
|
||||
|
||||
***Claw***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6+3) slashing damage.
|
||||
|
||||
***Bite***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (3d6+3) piercing damage.
|
3
Monsters (Alt)/Monsters Y.md
Normal file
3
Monsters (Alt)/Monsters Y.md
Normal file
|
@ -0,0 +1,3 @@
|
|||
# Monsters (Y)
|
||||
|
||||
None.
|
67
Monsters (Alt)/Monsters Z.md
Normal file
67
Monsters (Alt)/Monsters Z.md
Normal file
|
@ -0,0 +1,67 @@
|
|||
# Monsters (Z)
|
||||
|
||||
## Zombies
|
||||
|
||||
### Zombie
|
||||
|
||||
*Medium undead, neutral evil*
|
||||
|
||||
**Armor Class** 8
|
||||
|
||||
**Hit Points** 22 (3d8+9)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 6 (-2) | 16 (+3) | 3 (-4) | 6 (-2) | 5 (-3) |
|
||||
|
||||
**Saving Throws** Wis +0
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 8
|
||||
|
||||
**Languages** understands the languages it knew in life but can't speak
|
||||
|
||||
**Challenge** 1/4 (50 XP)
|
||||
|
||||
***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Slam***. *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6+1) bludgeoning damage.
|
||||
|
||||
### Ogre Zombie
|
||||
|
||||
*Large undead, neutral evil*
|
||||
|
||||
**Armor Class** 8
|
||||
|
||||
**Hit Points** 85 (9d10+36)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 19 (+4) | 6 (-2) | 18 (+4) | 3 (-4) | 6 (-2) | 5 (-3) |
|
||||
|
||||
**Saving Throws** Wis +0
|
||||
|
||||
**Damage Immunities** poison
|
||||
|
||||
**Condition Immunities** poisoned
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 8
|
||||
|
||||
**Languages** understands Common and Giant but can't speak
|
||||
|
||||
**Challenge** 2 (450 XP)
|
||||
|
||||
***Undead Fortitude***. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
|
||||
|
||||
###### Actions
|
||||
|
||||
***Morningstar***. *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8+4) bludgeoning damage.
|
|
@ -24,9 +24,9 @@ There are many easy ways to customize the NPCs in this appendix for your home ca
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 14 (+2) | 11 (+0) |
|
||||
|
||||
**Skills** Medicine +4, Religion +2
|
||||
|
||||
|
@ -57,9 +57,9 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 14 (+2) | 12 (+1) | 20 (+5) | 15 (+2) | 16 (+3) |
|
||||
|
||||
**Saving Throws** Int +9, Wis +6
|
||||
|
||||
|
@ -107,9 +107,9 @@ An archmage typically has one or more apprentice mages, and an archmage's abode
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 16 (+3) | 14 (+2) | 13 (+1) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Saving Throws** Dex +6, Int +4
|
||||
|
||||
|
@ -149,9 +149,9 @@ Trained in the use of poison, **assassins** are remorseless killers who work for
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 12 (+1) | 12 (+1) | 10 (+0) | 10 (+0) | 10 (+0) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
|
@ -179,9 +179,9 @@ Trained in the use of poison, **assassins** are remorseless killers who work for
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 15 (+2) | 16 (+3) | 14 (+2) | 14 (+2) | 11 (+0) | 14 (+2) |
|
||||
| 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
|
||||
|
||||
|
@ -221,9 +221,9 @@ More than treasure, a bandit captain or pirate captain craves infamy. A prisoner
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|--------|---------|--------|
|
||||
| 16 (+3) | 12 (+1) | 17 (+3) | 9 (-1) | 11 (+0) | 9 (-1) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 12 (+1) | 17 (+3) | 9 (-1) | 11 (+0) | 9 (-1) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
|
@ -249,9 +249,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) | 10 (+0) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
|
@ -275,9 +275,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 12 (+1) | 10 (+0) | 10 (+0) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Skills** Deception +2, Religion +2
|
||||
|
||||
|
@ -305,9 +305,9 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 11 (+0) | 14 (+2) | 12 (+1) | 10 (+0) | 13 (+1) | 14 (+2) |
|
||||
| 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
|
||||
|
||||
|
@ -343,9 +343,9 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 10 (+0) | 12 (+1) | 13 (+1) | 12 (+1) | 15 (+2) | 11 (+0) |
|
||||
| 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
|
||||
|
||||
|
@ -377,9 +377,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh*
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 18 (+4) | 15 (+2) | 16 (+3) | 10 (+0) | 12 (+1) | 15 (+2) |
|
||||
|
||||
**Saving Throws** Str +7, Dex +5, Con +6
|
||||
|
||||
|
@ -419,9 +419,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh*
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 12 (+1) | 12 (+1) | 10 (+0) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Skills** Perception +2
|
||||
|
||||
|
@ -447,9 +447,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh*
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 11 (+0) | 14 (+2) | 11 (+0) | 11 (+0) | 15 (+2) |
|
||||
|
||||
**Saving Throws** Con +4, Wis +2
|
||||
|
||||
|
@ -487,9 +487,9 @@ Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh*
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|---------|---------|---------|---------|
|
||||
| 9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) |
|
||||
|
||||
**Saving Throws** Int +6, Wis +4
|
||||
|
||||
|
@ -526,9 +526,9 @@ Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 12 (+1) | 11 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
|
||||
|
||||
**Skills** Deception +5, Insight +4, Persuasion +5
|
||||
|
||||
|
@ -560,9 +560,9 @@ The noble's statistics can also be used to represent **courtiers** who aren't of
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 10 (+0) | 12 (+1) | 13 (+1) | 16 (+3) | 13 (+1) |
|
||||
|
||||
**Skills** Medicine +7, Persuasion +3, Religion +5
|
||||
|
||||
|
@ -599,9 +599,9 @@ A priest typically has one or more acolytes to help with religious ceremonies an
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 11 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 13 (+1) | 11 (+0) |
|
||||
|
||||
**Skills** Nature +4, Perception +5, Stealth +6, Survival +5
|
||||
|
||||
|
@ -633,9 +633,9 @@ A priest typically has one or more acolytes to help with religious ceremonies an
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 10 (+0) | 15 (+2) | 10 (+0) | 12 (+1) | 14 (+2) | 16 (+3) |
|
||||
|
||||
**Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
|
||||
|
||||
|
@ -669,9 +669,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 15 (+2) | 11 (+0) | 14 (+2) | 10 (+0) | 10 (+0) | 11 (+0) |
|
||||
|
||||
**Skills** Intimidation +2
|
||||
|
||||
|
@ -703,9 +703,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|--------|---------|--------|
|
||||
| 13 (+1) | 11 (+0) | 12 (+1) | 8 (-1) | 11 (+0) | 8 (-1) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 13 (+1) | 11 (+0) | 12 (+1) | 8 (-1) | 11 (+0) | 8 (-1) |
|
||||
|
||||
**Senses** passive Perception 10
|
||||
|
||||
|
@ -731,9 +731,9 @@ Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spi
|
|||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|:--------:|:--------:|:--------:|:--------:|:--------:|:--------:|
|
||||
| 16 (+3) | 13 (+1) | 14 (+2) | 10 (+0) | 11 (+0) | 10 (+0) |
|
||||
|
||||
**Skills** Athletics +5, Perception +2
|
||||
|
365
Monsters/# Monster Statistics.md
Executable file
365
Monsters/# Monster Statistics.md
Executable file
|
@ -0,0 +1,365 @@
|
|||
# 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.
|
51
Monsters/Aboleth.md
Executable file
51
Monsters/Aboleth.md
Executable file
|
@ -0,0 +1,51 @@
|
|||
## 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.
|
32
Monsters/Acolyte (NPC).md
Executable file
32
Monsters/Acolyte (NPC).md
Executable file
|
@ -0,0 +1,32 @@
|
|||
### 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.
|
53
Monsters/Adult Black Dragon (Chromatic).md
Executable file
53
Monsters/Adult Black Dragon (Chromatic).md
Executable file
|
@ -0,0 +1,53 @@
|
|||
# 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.
|
51
Monsters/Adult Blue Dragon (Chromatic).md
Executable file
51
Monsters/Adult Blue Dragon (Chromatic).md
Executable file
|
@ -0,0 +1,51 @@
|
|||
# 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.
|
55
Monsters/Adult Brass Dragon (Metallic).md
Executable file
55
Monsters/Adult Brass Dragon (Metallic).md
Executable file
|
@ -0,0 +1,55 @@
|
|||
# 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.
|
61
Monsters/Adult Bronze Dragon (Metallic).md
Executable file
61
Monsters/Adult Bronze Dragon (Metallic).md
Executable file
|
@ -0,0 +1,61 @@
|
|||
# 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.
|
55
Monsters/Adult Copper Dragon (Metallic).md
Executable file
55
Monsters/Adult Copper Dragon (Metallic).md
Executable file
|
@ -0,0 +1,55 @@
|
|||
# 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.
|
61
Monsters/Adult Gold Dragon (Metallic).md
Executable file
61
Monsters/Adult Gold Dragon (Metallic).md
Executable file
|
@ -0,0 +1,61 @@
|
|||
# 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.
|
55
Monsters/Adult Green Dragon (Chromatic).md
Executable file
55
Monsters/Adult Green Dragon (Chromatic).md
Executable file
|
@ -0,0 +1,55 @@
|
|||
# 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.
|
51
Monsters/Adult Red Dragon (Chromatic).md
Executable file
51
Monsters/Adult Red Dragon (Chromatic).md
Executable file
|
@ -0,0 +1,51 @@
|
|||
# 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.
|
59
Monsters/Adult Silver Dragon (Metallic).md
Executable file
59
Monsters/Adult Silver Dragon (Metallic).md
Executable file
|
@ -0,0 +1,59 @@
|
|||
# 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.
|
53
Monsters/Adult White Dragon (Chromatic).md
Executable file
53
Monsters/Adult White Dragon (Chromatic).md
Executable file
|
@ -0,0 +1,53 @@
|
|||
# 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.
|
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