Add YAML output

This commit is contained in:
Ben Morton 2017-03-04 23:48:04 +00:00
parent 544494fbcb
commit 701d99ac5d
21 changed files with 1119 additions and 4 deletions

550
5esrd.yaml Normal file

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@ -24,7 +24,7 @@ function writeFilePromise(fileName: string, content: string): Promise<void> {
});
}
function convertJson(input: string, outputFile: string, keysFile?: string): Promise<void> {
function convertJson(input: string, outputFile: string, keysFile?: string, yamlFile?: string): Promise<void> {
const render = new Renderer();
marked.setOptions({
@ -45,6 +45,10 @@ function convertJson(input: string, outputFile: string, keysFile?: string): Prom
promises.push(writeFilePromise(keysFile, jsonStr));
}
if (yamlFile) {
promises.push(writeFilePromise(yamlFile, render.getYamlOutput()));
}
return Promise.all(promises).then(() => undefined);
}
@ -79,7 +83,7 @@ for (let i = 0; i < files.length; i++) {
return reject(error);
}
convertJson(fileContent, "json/" + fileName + ".json");
convertJson(fileContent, "json/" + fileName + ".json", null, "yaml/" + fileName + ".yaml");
resolve(fileContent);
});
@ -89,7 +93,7 @@ for (let i = 0; i < files.length; i++) {
Promise.all(promises).then((fileContents: Array<string>) => {
const fullSRD = fileContents.join("\n\n");
convertJson(fullSRD, "5esrd.json", "5esrdkeys.json");
convertJson(fullSRD, "5esrd.json", "5esrdkeys.json", "5esrd.yaml");
return writeFilePromise("5esrd.md", fullSRD);
});

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@ -9,7 +9,8 @@
"author": "Ben Morton <ben.morton91@gmail.com> (http://bmorton.co.uk/)",
"license": "MIT",
"dependencies": {
"marked": "^0.3.6"
"marked": "^0.3.6",
"yamljs": "^0.2.8"
},
"devDependencies": {
"@types/node": "^7.0.5",

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@ -1,3 +1,5 @@
import * as YAML from "yamljs";
export default class Renderer {
private lastLevel: number = 0;
private firstHeader: boolean = true;
@ -170,6 +172,14 @@ export default class Renderer {
return JSON.stringify(output, null, 4);
}
public getYamlOutput() {
const output: any = {};
this.addChildrenToObject(this.jsonObj, output);
return YAML.stringify(output, null, 4);
}
public getFullObject() {
return this.jsonObj;
}

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yaml/01 races.yaml Normal file
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Races:
'Racial Traits': {content: '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 characters ability scores.', Age: 'The age entry notes the age when a member of the race is considered an adult, as well as the races 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, as explained in “Equipment.”', Speed: 'Your speed determines how far you can move when traveling (“Adventuring”) and fighting (“Combat”).', 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': {content: ['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 theyre 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 cant 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 artisans tools of your choice: smiths tools, brewers supplies, or masons 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': {content: ['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': {content: ['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 cant 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 cant put you to sleep.', '***Trance.*** Elves dont 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': {content: ['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': {content: ['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 isnt secret, but halflings are loath to share it with others. They write very little, so they dont 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: {content: ['As a lightfoot halfling, you can easily hide from notice, even using other people as cover. Youre 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': {content: ['Its 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': {content: ['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.', '***Draconic Ancestry.***', {table: {'**Dragon**': [Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, White], '**Damage Type**': [Acid, Lightning, Fire, Lightning, Acid, Fire, Poison, Fire, Cold, Cold], '**Breath Weapon**': ['5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '15 ft. cone (Dex. save)', '15 ft. cone (Con. save)', '15 ft. cone (Dex. save)', '15 ft. cone (Con. save)', '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 cant 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': {content: ['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 cant 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': {content: ['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.', '***Artificers 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 artisans tools (tinkers 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 songs end or when it is closed.']]}}}
Half-Elf: {'Half-Elf Traits': {content: ['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 cant discern color in darkness, only shades of gray.', '***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic cant 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': {content: ['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 cant 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 cant 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 weapons 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': {content: ['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 cant 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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Feats:
content: ['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 feats description says otherwise.', 'You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feats prerequisite, you cant 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 cant benefit from the Grappler feat until your Strength is restored.']
Grappler: {content: ['*Prerequisite: Strength 13 or higher*', 'Youve 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.']]}

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'Appendix PH-A: Conditions':
content: ['Conditions alter a creatures capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monsters 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 conditions effects dont get worse. A creature either has a condition or doesnt.', 'The following definitions specify what happens to a creature while it is subjected to a condition.']
Blinded: ['A blinded creature cant see and automatically fails any ability check that requires sight.', 'Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.']
Charmed: ['A charmed creature cant 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 cant hear and automatically fails any ability check that requires hearing.']
Exhaustion: {content: ['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 effects description.', {table: {Level: ['1', '2', '3', '4', '5', '6'], Effect: ['Disadvantage on ability checks', 'Speed halved', 'Disadvantage on attack rolls and saving throws', 'Hit point maximum halved', 'Speed reduced to 0', Death]}}, 'If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effects 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 effects description, with all exhaustion effects ending if a creatures exhaustion level is reduced below 1.', 'Finishing a long rest reduces a creatures exhaustion level by 1, provided that the creature has also ingested some food and drink.']}
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 cant willingly move closer to the source of its fear.']
Grappled: ['A grappled creatures speed becomes 0, and it cant 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 cant 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 creatures location can be detected by any noise it makes or any tracks it leaves.', 'Attack rolls against the creature have disadvantage, and the creatures attack rolls have advantage.']
Paralyzed: ['A paralyzed creature is incapacitated (see the condition) and cant 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), cant 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 creatures 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 creatures speed becomes 0, and it cant benefit from any bonus to its speed.', 'Attack rolls against the creature have advantage, and the creatures attack rolls have disadvantage.', 'The creature has disadvantage on Dexterity saving throws.']
Stunned: ['A stunned creature is incapacitated (see the condition), cant 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), cant move or speak, and is unaware of its surroundings', 'The creature drops whatever its 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.']

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'Appendix PH-B: Fantasy-Historical Pantheons':
content: 'The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our worlds 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': {content: ['Its 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.'], 'Celtic Deities': {table: {Deity: ['The Daghdha, god of weather and crops', 'Arawn, god of life and death', 'Belenus, god of sun, light, and warmth', 'Brigantia, goddess of rivers and livestock', 'Diancecht, god of medicine and healing', 'Dunatis, god of mountains and peaks', 'Goibhniu, god of smiths and healing', 'Lugh, god of arts, travel, and commerce', 'Manannan mac Lir, god of oceans and sea creatures', 'Math Mathonwy, god of magic', 'Morrigan, goddess of battle', 'Nuada, god of war and warriors', 'Oghma, god of speech and writing', 'Silvanus, god of nature and forests'], Alignment: [CG, NE, NG, NG, LG, N, NG, CN, LN, NE, CE, N, NG, N], 'Suggested Domains': ['Nature, Trickery', 'Life, Death', Light, Life, Life, Nature, 'Knowledge, Life', 'Knowledge, Life', 'Nature, Tempest', Knowledge, War, War, Knowledge, Nature], Symbol: ['Bubbling cauldron or shield', 'Black star on gray background', 'Solar disk and standing stones', Footbridge, 'Crossed oak and mistletoe branches', 'Red sun-capped mountain peak', 'Giant mallet over sword', 'Pair of long hands', 'Wave of white water on green', Staff, 'Two crossed spears', 'Silver hand on black background', 'Unfurled scroll', 'Summer oak tree']}}}
'The Greek Pantheon': {content: '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 theyve made a place for themselves inside the human heart, too.', 'Greek Deities': {table: {Deity: ['Zeus, god of the sky, ruler of the gods', 'Aphrodite, goddess of love and beauty', 'Apollo, god of light, music, and healing', 'Ares, god of war and strife', 'Artemis, goddess of hunting and childbirth', 'Athena, goddess of wisdom and civilization', 'Demeter, goddess of agriculture', 'Dionysus, god of mirth and wine', 'Hades, god of the underworld', 'Hecate, goddess of magic and the moon', 'Hephaestus, god of smithing and craft', 'Hera, goddess of marriage and intrigue', 'Hercules, god of strength and adventure', 'Hermes, god of travel and commerce', 'Hestia, goddess of home and family', 'Nike, goddess of victory', 'Pan, god of nature', 'Poseidon, god of the sea and earthquakes', 'Tyche, goddess of good fortune'], Alignment: [N, CG, CG, CE, NG, LG, NG, CN, LE, CE, NG, CN, CG, CG, NG, LN, CN, CN, N], 'Suggested Domains': [Tempest, Light, 'Knowledge, Life, Light', War, 'Life, Nature', 'Knowledge, War', Life, Life, Death, 'Knowledge, Trickery', Knowledge, Trickery, 'Tempest, War', Trickery, Life, War, Nature, Tempest, Trickery], Symbol: ['Fist full of lightning bolts', 'Sea shell', Lyre, Spear, 'Bow and arrow on lunar disk', Owl, 'Mares head', 'Thyrsus (staff tipped with pine cone)', 'Black ram', 'Setting moon', 'Hammer and anvil', 'Fan of peacock feathers', 'Lions head', 'Caduceus (winged staff and serpents)', Hearth, 'Winged woman', 'Syrinx (pan pipes)', Trident, 'Red pentagram']}}}
'The Egyptian Pantheon': {content: ['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 Maat—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.'], 'Egyptian Deities': {table: {Deity: ['Re-Horakhty, god of the sun, ruler of the gods', 'Anubis, god of judgment and death', 'Apep, god of evil, fire, and serpents', 'Bast, goddess of cats and vengeance', 'Bes, god of luck and music', 'Hathor, goddess of love, music, and motherhood', 'Imhotep, god of crafts and medicine', 'Isis, goddess of fertility and magic', 'Nephthys, goddess of death and grief', 'Osiris, god of nature and the underworld', 'Ptah, god of crafts, knowledge, and secrets', 'Set, god of darkness and desert storms', 'Sobek, god of water and crocodiles', 'Thoth, god of knowledge and wisdom'], Alignment: [LG, LN, NE, CG, CN, NG, NG, NG, CG, LG, LN, CE, LE, N], 'Suggested Domains': ['Life, Light', Death, Trickery, War, Trickery, 'Life, Light', Knowledge, 'Knowledge, Life', Death, 'Life, Nature', Knowledge, 'Death, Tempest, Trickery', 'Nature, Tempest', Knowledge], Symbol: ['Solar disk encircled by serpent', 'Black jackal', 'Flaming snake', Cat, 'Image of the misshapen deity', 'Horned cowʼs head with lunar disk', 'Step pyramid', 'Ankh and star', 'Horns around a lunar disk', 'Crook and flail', Bull, 'Coiled cobra', 'Crocodile head with horns and plumes', Ibis]}}}
'The Norse Pantheon': {content: ['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. Its 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 havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its 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).'], 'Norse Deities': {table: {Deity: ['Odin, god of knowledge and war', 'Aegir, god of the sea and storms', 'Balder, god of beauty and poetry', 'Forseti, god of justice and law', 'Frey, god of fertility and the sun', 'Freya, goddess of fertility and love', 'Frigga, goddess of birth and fertility', 'Heimdall, god of watchfulness and loyalty', 'Hel, goddess of the underworld', 'Hermod, god of luck', 'Loki, god of thieves and trickery', 'Njord, god of sea and wind', 'Odur, god of light and the sun', 'Sif, goddess of war', 'Skadi, god of earth and mountains', 'Surtur, god of fire giants and war', 'Thor, god of storms and thunder', 'Thrym, god of frost giants and cold', 'Tyr, god of courage and strategy', 'Uller, god of hunting and winter'], Alignment: [NG, NE, NG, N, NG, NG, N, LG, NE, CN, CE, NG, CG, CG, N, LE, CG, CE, LN, CN], 'Suggested Domains': ['Knowledge, War', Tempest, 'Life, Light', Light, 'Life, Light', Life, 'Life, Light', 'Light, War', Death, Trickery, Trickery, 'Nature, Tempest', Light, War, Nature, War, 'Tempest, War', War, 'Knowledge, War', Nature], Symbol: ['Watching blue eye', 'Rough ocean waves', 'Gem-encrusted silver chalice', 'Head of a bearded man', 'Ice-blue greatsword', Falcon, Cat, 'Curling musical horn', 'Womans face, rotting on one side', 'Winged scroll', Flame, 'Gold coin', 'Solar disk', 'Upraised sword', 'Mountain peak', 'Flaming sword', Hammer, 'White double-bladed axe', Sword, Longbow]}}}

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'Appendix MM-A: Miscellaneous Creatures':
content: 'This appendix contains statistics for various animals, vermin, and other critters. The stat blocks are organized alphabetically by creature name.'
Ape: {content: ['*Medium beast, unaligned*', '**Armor Class** 12', '**Hit Points** 19 (3d8 + 6)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['6 (2)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Small plant, unaligned*', '**Armor Class** 9 **Hit Points** 10 (3d6) **Speed** 20 ft.', {table: {STR: ['3 (4)'], DEX: ['8 (1)'], CON: ['11 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['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': {content: ['*Huge plant, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 59 (7d12 + 14)', '**Speed** 20 ft.', {table: {STR: ['19 (+4)'], DEX: ['6 (2)'], CON: ['15 (+2)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 11', '**Hit Points** 19 (3d10 + 3)', '**Speed** 50 ft.', {table: {STR: ['14 (+2)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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: {content: ['*Small beast, unaligned*', '**Armor Class** 12', '**Hit Points** 3 (1d6)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['8 (1)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['4 (3)'], WIS: ['12 (+1)'], CHA: ['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 baboons allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 1) piercing damage.']}
Badger: {content: ['*Tiny beast, unaligned*', '**Armor Class** 10', '**Hit Points** 3 (1d4 + 1)', '**Speed** 20 ft., burrow 5 ft.', {table: {STR: ['4 (3)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 12', '**Hit Points** 1 (1d4 1)', '**Speed** 5 ft., fly 30 ft.', {table: {STR: ['2 (4)'], DEX: ['15 (+2)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['4 (3)']}}, '**Senses** blindsight 60 ft., passive Perception 11', '**Languages** —', '**Challenge** 0 (10 XP)', '***Echolocation.*** The bat cant 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': {content: ['*Medium beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 19 (3d8 + 6)', '**Speed** 40 ft., climb 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['14 (+2)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.']}
'Blink Dog': {content: ['*Medium fey, lawful good*', '**Armor Class** 13', '**Hit Points** 22 (4d8 + 4)', '**Speed** 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['17 (+3)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Perception +3, Stealth +5', '**Senses** passive Perception 13', '**Languages** Blink Dog, understands Sylvan but cant 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 46).*** 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': {content: ['*Small beast, unaligned*', '**Armor Class** 12', '**Hit Points** 7 (2d6)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['6 (2)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['3 (4)'], WIS: ['14 (+2)'], CHA: ['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 hawks allies is within 5 feet of the creature and the ally isnt 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: {content: ['*Medium beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['9 (1)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 34 (4d10 + 12)', '**Speed** 40 ft., climb 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['2 (4)'], WIS: ['13 (+1)'], CHA: ['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:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.', '***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.']}
Camel: {content: ['*Large beast, unaligned*', '**Armor Class** 9', '**Hit Points** 15 (2d10 + 4)', '**Speed** 50 ft.', {table: {STR: ['16 (+3)'], DEX: ['8 (1)'], CON: ['14 (+2)'], INT: ['2 (4)'], WIS: ['8 (1)'], CHA: ['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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 12', '**Hit Points** 2 (1d4)', '**Speed** 40 ft., climb 30 ft.', {table: {STR: ['3 (4)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 13 (2d10 + 2)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['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 cant constrict another target.']}
Crab: {content: ['*Tiny beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 2 (1d4)', '**Speed** 20 ft., swim 20 ft.', {table: {STR: ['2 (4)'], DEX: ['11 (+0)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['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: {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 19 (3d10 + 3)', '**Speed** 20 ft., swim 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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 cant bite another target.']}
'Death Dog': {content: ['*Medium monstrosity, neutral evil*', '**Armor Class** 12', '**Hit Points** 39 (6d8 + 12)', '**Speed** 40 ft.', {table: {STR: ['15 (+2)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['3 (4)'], WIS: ['13 (+1)'], CHA: ['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 dogs heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victims flesh to slowly rot off the bone.']}
Deer: {content: ['*Medium beast, unaligned*', '**Armor Class** 13', '**Hit Points** 4 (1d8)', '**Speed** 50 ft.', {table: {STR: ['11 (+0)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['14 (+2)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 37 (5d10 + 10)', '**Speed** 50 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['15 (+2)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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 wolfs allies is within 5 feet of the creature and the ally isnt 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': {content: ['*Large beast, unaligned*', '**Armor Class** 10', '**Hit Points** 19 (3d10 + 3)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['11 (+0)'], CHA: ['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: {content: ['*Small beast, unaligned*', '**Armor Class** 12', '**Hit Points** 3 (1d6)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['6 (2)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['2 (4)'], WIS: ['14 (+2)'], CHA: ['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: {content: ['*Huge beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 76 (8d12 + 24)', '**Speed** 40 ft.', {table: {STR: ['22 (+6)'], DEX: ['9 (1)'], CON: ['17 (+3)'], INT: ['3 (4)'], WIS: ['11 (+0)'], CHA: ['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: {content: ['*Large beast, unaligned*', '**Armor Class** 10', '**Hit Points** 13 (2d10 + 2)', '**Speed** 50 ft.', {table: {STR: ['16 (+3)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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': {content: ['*Tiny beast, unaligned*', '**Armor Class** 14', '**Hit Points** 5 (2d4)', '**Speed** 30 ft., fly 60 ft., swim 30 ft', {table: {STR: ['4 (3)'], DEX: ['18 (+4)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['5 (3)']}}, '**Senses** blindsight 10 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/8 (25 XP)', '***Flyby.*** The snake doesnt provoke opportunity attacks when it flies out of an enemys 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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 11', '**Hit Points** 1 (1d4 1)', '**Speed** 20 ft., swim 20 ft.', {table: {STR: ['1 (5)'], DEX: ['13 (+1)'], CON: ['8 (1)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['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 frogs 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 frogs statistics can also be used to represent a **toad**.']}
'Giant Ape': {content: ['*Huge beast, unaligned*', '**Armor Class** 12', '**Hit Points** 157 (15d12 + 60)', '**Speed** 40 ft., climb 40 ft.', {table: {STR: ['23 (+6)'], DEX: ['14 (+2)'], CON: ['18 (+4)'], INT: ['7 (2)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 13 (2d8 + 4)', '**Speed** 30 ft., burrow 10 ft.', {table: {STR: ['13 (+1)'], DEX: ['10 (+0)'], CON: ['15 (+2)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 13', '**Hit Points** 22 (4d10)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['6 (2)']}}, '**Senses** blindsight 60 ft., passive Perception 11', '**Languages** —', '**Challenge** 1/4 (50 XP)', '***Echolocation.*** The bat cant 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': {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 42 (5d10 + 15)', '**Speed** 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['2 (4)'], WIS: ['7 (2)'], CHA: ['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': {content: ['*Small beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 4 (1d6 + 1)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['5 (3)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['1 (5)'], WIS: ['7 (2)'], CHA: ['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': {content: ['*Huge beast, unaligned*', '**Armor Class** 12', '**Hit Points** 60 (8d12 + 8)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['19 (+4)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['3 (4)']}}, '**Skills** Stealth +5', '**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 cant constrict another target.']}
'Giant Crab': {content: ['*Medium beast, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 13 (3d8)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['1 (5)'], WIS: ['9 (1)'], CHA: ['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': {content: ['*Huge beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 85 (9d12 + 27)', '**Speed** 30 ft., swim 50 ft.', {table: {STR: ['21 (+5)'], DEX: ['9 (1)'], CON: ['17 (+3)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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 cant 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': {content: ['*Large beast, neutral good*', '**Armor Class** 13', '**Hit Points** 26 (4d10 + 4)', '**Speed** 10 ft., fly 80 ft.', {table: {STR: ['16 (+3)'], DEX: ['17 (+3)'], CON: ['13 (+1)'], INT: ['8 (1)'], WIS: ['14 (+2)'], CHA: ['10 (+0)']}}, '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** Giant Eagle, understands Common and Auran but cant 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': {content: ['*Huge beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 42 (5d12 + 10)', '**Speed** 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['16 (+3)'], CON: ['14 (+2)'], INT: ['7 (2)'], WIS: ['14 (+2)'], CHA: ['10 (+0)']}}, '**Skills** Perception +4', '**Senses** passive Perception 14', '**Languages** Giant Elk, understands Common, Elvish, and Sylvan but cant 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': {content: ['*Small beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 4 (1d6 + 1)', '**Speed** 30 ft.', {table: {STR: ['8 (1)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['1 (5)'], WIS: ['7 (2)'], CHA: ['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 beetles 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': {content: ['*Medium beast, unaligned*', '**Armor Class** 11', '**Hit Points** 18 (4d8)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['12 (+1)'], DEX: ['13 (+1)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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 frogs 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 cant 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 frogs 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': {content: ['*Large beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 19 (3d10 + 3)', '**Speed** 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 45 (6d10 + 12)', '**Speed** 50 ft.', {table: {STR: ['16 (+3)'], DEX: ['14 (+2)'], CON: ['14 (+2)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 19 (3d10 + 3)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 11', '**Hit Points** 52 (8d10 + 8)', '**Speed** 10 ft., swim 60 ft.', {table: {STR: ['17 (+3)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['4 (3)'], WIS: ['10 (+0)'], CHA: ['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 cant 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': {content: ['*Large beast, neutral*', '**Armor Class** 12', '**Hit Points** 19 (3d10 + 3)', '**Speed** 5 ft., fly 60 ft.', {table: {STR: ['13 (+1)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['8 (1)'], WIS: ['13 (+1)'], CHA: ['10 (+0)']}}, '**Skills** Perception +5, Stealth +4', '**Senses** darkvision 120 ft., passive Perception 15', '**Languages** Giant Owl, understands Common, Elvish, and Sylvan but cant speak them', '**Challenge** 1/4 (50 XP)', '***Flyby.*** The owl doesnt provoke opportunity attacks when it flies out of an enemys 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': {content: ['*Medium beast, unaligned*', '**Armor Class** 14', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['18 (+4)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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': {content: ['*Small beast, unaligned*', '**Armor Class** 12 **Hit Points** 7 (2d6) **Speed** 30 ft.', {table: {STR: ['7 (2)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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 rats allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.'], 'Variant: Diseased Giant Rats': {content: ['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 cant regain hit points except by magical means, and the targets hit point maximum decreases by 3 (1d6) every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.']}}
'Giant Scorpion': {content: ['*Large beast, unaligned*', '**Armor Class** 15 (natural armor)', '**Hit Points** 52 (7d10 + 14)', '**Speed** 40 ft.', {table: {STR: ['15 (+2)'], DEX: ['13 (+1)'], CON: ['15 (+2)'], INT: ['1 (5)'], WIS: ['9 (1)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 16 (3d10)', '**Speed** 0 ft., swim 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Huge beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 126 (11d12 + 55)', '**Speed** 0 ft., swim 50 ft.', {table: {STR: ['23 (+6)'], DEX: ['11 (+0)'], CON: ['21 (+5)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['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 doesnt 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': {content: ['*Large beast, unaligned*', '**Armor Class** 14 (natural armor)', '**Hit Points** 26 (4d10 + 4)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['14 (+2)'], DEX: ['16 (+3)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['11 (+0)'], CHA: ['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 56).** 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': {content: ['*Large beast, unaligned*', '**Armor Class** 11', '**Hit Points** 39 (6d10 + 6)', '**Speed** 20 ft., swim 40 ft.', {table: {STR: ['15 (+2)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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 toads 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 cant 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 toads 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': {content: ['*Large beast, neutral evil*', '**Armor Class** 10', '**Hit Points** 22 (3d10 + 6)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['15 (+2)'], INT: ['6 (2)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3', '**Senses** passive Perception 13', '**Languages** understands Common but cant 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 vultures allies is within 5 feet of the creature and the ally isnt 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': {content: ['*Medium beast, unaligned*', '**Armor Class** 12', '**Hit Points** 13 (3d8)', '**Speed** 10 ft., fly 50 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['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': {content: ['*Medium beast, unaligned*', '**Armor Class** 13 **Hit Points** 9 (2d8) **Speed** 40 ft.', {table: {STR: ['11 (+0)'], DEX: ['16 (+3)'], CON: ['10 (+0)'], INT: ['4 (3)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Medium beast, unaligned*', '**Armor Class** 13', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft., climb 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['16 (+3)'], CON: ['13 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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: {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 4 (1d8)', '**Speed** 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['10 (+0)'], CON: ['11 (+0)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 13', '**Hit Points** 1 (1d4 1)', '**Speed** 10 ft., fly 60 ft.', {table: {STR: ['5 (3)'], DEX: ['16 (+3)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['14 (+2)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 45 (6d10 + 12)', '**Speed** 0 ft., swim 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['13 (+1)'], CON: ['15 (+2)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['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 doesnt 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: {content: ['*Medium beast, unaligned*', '**Armor Class** 11', '**Hit Points** 5 (1d8 + 1)', '**Speed** 50 ft.', {table: {STR: ['11 (+0)'], DEX: ['13 (+1)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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 hyenas allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage.']}
Jackal: {content: ['*Small beast, unaligned*', '**Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 40 ft.', {table: {STR: ['8 (1)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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 jackals allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 1) piercing damage.']}
'Killer Whale': {content: ['*Huge beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 90 (12d12 + 12)', '**Speed** 0 ft., swim 60 ft.', {table: {STR: ['19 (+4)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3', '**Senses** blindsight 120 ft., passive Perception 13', '**Languages** —', '**Challenge** 3 (700 XP)', '***Echolocation.*** The whale cant 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: {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 26 (4d10 + 4)', '**Speed** 50 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['13 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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 lions allies is within 5 feet of the creature and the ally isnt 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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 10', '**Hit Points** 2 (1d4)', '**Speed** 20 ft., climb 20 ft.', {table: {STR: ['2 (4)'], DEX: ['11 (+0)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['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.']}
Mammoth: {content: ['*Huge beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 126 (11d12 + 55)', '**Speed** 40 ft.', {table: {STR: ['24 (+7)'], DEX: ['9 (1)'], CON: ['21 (+5)'], INT: ['3 (4)'], WIS: ['11 (+0)'], CHA: ['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: {content: ['*Medium beast, unaligned*', '**Armor Class** 12', '**Hit Points** 5 (1d8 + 1)', '**Speed** 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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: {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft.', {table: {STR: ['14 (+2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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: {content: ['*Small beast, unaligned*', '**Armor Class** 12', '**Hit Points** 3 (1d6)', '**Speed** 5 ft., swim 30 ft.', {table: {STR: ['4 (3)'], DEX: ['15 (+2)'], CON: ['11 (+0)'], INT: ['3 (4)'], WIS: ['10 (+0)'], CHA: ['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 cant 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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 11', '**Hit Points** 1 (1d4 1)', '**Speed** 5 ft., fly 60 ft.', {table: {STR: ['3 (4)'], DEX: ['13 (+1)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['7 (2)']}}, '**Skills** Perception +3, Stealth +3', '**Senses** darkvision 120 ft., passive Perception 13', '**Languages** —', '**Challenge** 0 (10 XP)', '***Flyby.*** The owl doesnt provoke opportunity attacks when it flies out of an enemys 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.']}
Panther: {content: ['*Medium beast, unaligned*', '**Armor Class** 12', '**Hit Points** 13 (3d8)', '**Speed** 50 ft., climb 40 ft.', {table: {STR: ['14 (+2)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['3 (4)'], WIS: ['14 (+2)'], CHA: ['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': {content: ['*Large monstrosity, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 32 (5d10 + 5)', '**Speed** 30 ft., climb 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['6 (2)'], WIS: ['10 (+0)'], CHA: ['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': {content: ['*Tiny beast, unaligned*', '**Armor Class** 13', '**Hit Points** 2 (1d4)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['2 (4)'], DEX: ['16 (+3)'], CON: ['11 (+0)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 42 (5d10 + 15)', '**Speed** 40 ft., swim 30 ft.', {table: {STR: ['20 (+5)'], DEX: ['10 (+0)'], CON: ['16 (+3)'], INT: ['2 (4)'], WIS: ['13 (+1)'], CHA: ['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: {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft.', {table: {STR: ['15 (+2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['11 (+0)'], CHA: ['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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 13', '**Hit Points** 1 (1d4 1)', '**Speed** 0 ft., swim 40 ft.', '**STR DEX CON**', '2 (4) 16 (+3) 9 (1)', '**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 doesnt 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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 10', '**Hit Points** 1 (1d4 1)', '**Speed** 20 ft.', {table: {STR: ['2 (4)'], DEX: ['11 (+0)'], CON: ['9 (1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 12', '**Hit Points** 1 (1d4 1)', '**Speed** 10 ft., fly 50 ft.', {table: {STR: ['2 (4)'], DEX: ['14 (+2)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Medium beast, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 22 (4d8 + 4)', '**Speed** 0 ft., swim 40 ft.', {table: {STR: ['14 (+2)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['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 sharks allies is within 5 feet of the creature and the ally isnt 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: {content: ['*Large beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 45 (6d10 + 12)', '**Speed** 40 ft.', {table: {STR: ['21 (+5)'], DEX: ['8 (1)'], CON: ['15 (+2)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Large beast, unaligned*', '**Armor Class** 10', '**Hit Points** 13 (2d10 + 2)', '**Speed** 60 ft.', {table: {STR: ['16 (+3)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['2 (4)'], WIS: ['11 (+0)'], CHA: ['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.']}
'Saber-Toothed Tiger': {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 52 (7d10 + 14)', '**Speed** 40 ft.', {table: {STR: ['18 (+4)'], DEX: ['14 (+2)'], CON: ['15 (+2)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 11 (natural armor)', '**Hit Points** 1 (1d4 1)', '**Speed** 10 ft.', {table: {STR: ['2 (4)'], DEX: ['11 (+0)'], CON: ['8 (1)'], INT: ['1 (5)'], WIS: ['8 (1)'], CHA: ['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': {content: ['*Tiny beast, unaligned*', '**Armor Class** 11', '**Hit Points** 1 (1d4 1)', '**Speed** 0 ft., swim 20 ft.', {table: {STR: ['1 (5)'], DEX: ['12 (+1)'], CON: ['8 (1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['2 (4)']}}, '**Senses** passive Perception 10', '**Languages** —', '**Challenge** 0 (0 XP)', '***Water Breathing.*** The sea horse can breathe only underwater.']}
Spider: {content: ['*Tiny beast, unaligned*', '**Armor Class** 12', '**Hit Points** 1 (1d4 1)', '**Speed** 20 ft., climb 20 ft.', {table: {STR: ['2 (4)'], DEX: ['14 (+2)'], CON: ['8 (1)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['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': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 12 **Hit Points** 22 (5d8) **Speed** 0 ft., fly 30 ft.', {table: {STR: ['5 (3)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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 cant 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 creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarms 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': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 12 (natural armor)', '**Hit Points** 22 (5d8)', '**Speed** 20 ft., climb 20 ft.', {table: {STR: ['3 (4)'], DEX: ['13 (+1)'], CON: ['10 (+0)'], INT: ['1 (5)'], WIS: ['7 (2)'], CHA: ['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 creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarms 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': {content: ['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': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 14', '**Hit Points** 36 (8d8)', '**Speed** 30 ft., swim 30 ft.', {table: {STR: ['8 (1)'], DEX: ['18 (+4)'], CON: ['11 (+0)'], INT: ['1 (5)'], WIS: ['10 (+0)'], CHA: ['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 creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarms 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': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 13', '**Hit Points** 28 (8d8 8)', '**Speed** 0 ft., swim 40 ft.', {table: {STR: ['13 (+1)'], DEX: ['16 (+3)'], CON: ['9 (1)'], INT: ['1 (5)'], WIS: ['7 (2)'], CHA: ['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 doesnt have all its hit points.', '***Swarm.*** The swarm can occupy another creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm cant 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 swarms 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': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 10', '**Hit Points** 24 (7d8 7)', '**Speed** 30 ft.', {table: {STR: ['9 (1)'], DEX: ['11 (+0)'], CON: ['9 (1)'], INT: ['2 (4)'], WIS: ['10 (+0)'], CHA: ['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 creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +2 to hit, reach 0 ft., one target in the swarms 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': {content: ['*Medium swarm of Tiny beasts, unaligned*', '**Armor Class** 12', '**Hit Points** 24 (7d8 7)', '**Speed** 10 ft., fly 50 ft.', {table: {STR: ['6 (2)'], DEX: ['14 (+2)'], CON: ['8 (1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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 creatures space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm cant regain hit points or gain temporary hit points.', '**Actions**', '***Beaks.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target in the swarms space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.']}
Tiger: {content: ['*Large beast, unaligned*', '**Armor Class** 12', '**Hit Points** 37 (5d10 + 10)', '**Speed** 40 ft.', {table: {STR: ['17 (+3)'], DEX: ['15 (+2)'], CON: ['14 (+2)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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.']}
Vulture: {content: ['*Medium beast, unaligned*', '**Armor Class** 10', '**Hit Points** 5 (1d8 + 1)', '**Speed** 10 ft., fly 50 ft.', {table: {STR: ['7 (2)'], DEX: ['10 (+0)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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 vultures allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Beak.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.']}
Warhorse: {content: ['*Large beast, unaligned*', '**Armor Class** 11', '**Hit Points** 19 (3d10 + 3)', '**Speed** 60 ft.', {table: {STR: ['18 (+4)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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: {content: ['*Tiny beast, unaligned*', '**Armor Class** 13', '**Hit Points** 1 (1d4 1)', '**Speed** 30 ft.', {table: {STR: ['3 (4)'], DEX: ['16 (+3)'], CON: ['8 (1)'], INT: ['2 (4)'], WIS: ['12 (+1)'], CHA: ['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': {content: ['*Large monstrosity, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 75 (10d10 + 20)', '**Speed** 50 ft.', {table: {STR: ['18 (+4)'], DEX: ['13 (+1)'], CON: ['14 (+2)'], INT: ['7 (2)'], WIS: ['12 (+1)'], CHA: ['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 wolfs allies is within 5 feet of the creature and the ally isnt 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 56).*** 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: {content: ['*Medium beast, unaligned*', '**Armor Class** 13 (natural armor)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 40 ft.', {table: {STR: ['12 (+1)'], DEX: ['15 (+2)'], CON: ['12 (+1)'], INT: ['3 (4)'], WIS: ['12 (+1)'], CHA: ['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 wolfs allies is within 5 feet of the creature and the ally isnt 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: {content: ['*Large monstrosity, neutral evil*', '**Armor Class** 13 (natural armor)', '**Hit Points** 26 (4d10 + 4)', '**Speed** 50 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['13 (+1)'], INT: ['7 (2)'], WIS: ['11 (+0)'], CHA: ['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.']}

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'Appendix MM-B: Nonplayer Characters':
content: 'This appendix contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a campaign, including lowly commoners and mighty archmages. These stat blocks can be used to represent both human and nonhuman NPCs.'
'Customizing NPCs': {content: ['There are many easy ways to customize the NPCs in this appendix for your home campaign.', '***Racial Traits.*** You can add racial traits to an NPC. For example, a halfling druid might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesnt alter its challenge rating. For more on racial traits, see the *Players Handbook*.', '***Spell Swaps.*** One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPCs spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesnt alter an NPCs challenge rating.', '***Armor and Weapon Swaps.*** You can upgrade or downgrade an NPCs armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPCs challenge rating.', '***Magic Items.*** The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.']}
Acolyte: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 10 **Hit Points** 9 (2d8) **Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['10 (+0)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['14 (+2)'], CHA: ['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.', '**Archmage**', '*Medium humanoid (any race), any alignment*', '**Armor Class** 12 (15 with *mage armor*)', '**Hit Points** 99 (18d8 + 18)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['20 (+5)'], WIS: ['15 (+2)'], CHA: ['16 (+3)']}}, '**Saving Throws** Int +9, Wis +6', '**Skills** Arcana +13, History +13', '**Damage Resistance** damage from spells; nonmagical bludgeoning, piercing, and slashing (from *stoneskin*)', '**Senses** passive Perception 12', '**Languages** any six languages', '**Challenge** 12 (8,400 XP)', '***Magic Resistance.*** The archmage has advantage on saving throws against spells and other magical effects.', '***Spellcasting.*** The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast *disguise self* and *invisibility* at will and has the following wizard spells prepared:', 'Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp* 1st level (4 slots): *detect magic*, *identify*, *mage armor**, *magic missile* 2nd level (3 slots): *detect thoughts*, *mirror image*, *misty step* 3rd level (3 slots): *counterspell*, *fly*, *lightning bolt* 4th level (3 slots): *banishment*, *fire shield*, *stoneskin** 5th level (3 slots): *cone of cold*, *scrying*, *wall of force* 6th level (1 slot): *globe of invulnerability* 7th level (1 slot): *teleport* 8th level (1 slot): *mind blank** 9th level (1 slot): *time stop*', '**The archmage casts these spells on itself before combat.*', '**Actions**', '***Dagger.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.', '**Archmages** are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.', 'An archmage typically has one or more apprentice mages, and an archmages abode has numerous magical wards and guardians to discourage interlopers.']}
Assassin: {content: ['*Medium humanoid (any race), any non-good alignment*', '**Armor Class** 15 (studded leather)', '**Hit Points** 78 (12d8 + 24)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['16 (+3)'], CON: ['14 (+2)'], INT: ['13 (+1)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Saving Throws** Dex +6, Int +4', '**Skills** Acrobatics +6, Deception +3, Perception +3, Stealth +9', '**Damage Resistances** poison', '**Senses** passive Perception 13', '**Languages** Thieves cant plus any two languages', '**Challenge** 8 (3,900 XP)', '***Assassinate.*** During its first turn, the assassin has advantage on attack rolls against any creature that hasnt taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.', '***Evasion.*** If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.', '***Sneak Attack.*** Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isnt incapacitated and the assassin doesnt have disadvantage on the attack roll.', '**Actions**', '***Multiattack.*** The assassin makes two shortsword attacks.', '***Shortsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.', '***Light Crossbow.** Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.', 'Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.']}
Bandit: {content: ['*Medium humanoid (any race), any non-lawful alignment*', '**Armor Class** 12 (leather armor)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['10 (+0)']}}, '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Scimitar.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.', '***Light Crossbow.** Ranged Weapon Attack:* +3 to hit, range 80 ft./320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.', '**Bandits** rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.', '**Pirates** are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nations vessels.']}
'Bandit Captain': {content: ['*Medium humanoid (any race), any non-lawful alignment*', '**Armor Class** 15 (studded leather)', '**Hit Points** 65 (10d8 + 20)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['16 (+3)'], CON: ['14 (+2)'], INT: ['14 (+2)'], WIS: ['11 (+0)'], CHA: ['14 (+2)']}}, '**Saving Throws** Str +4, Dex +5, Wis +2', '**Skills** Athletics +4, Deception +4', '**Senses** passive Perception 10', '**Languages** any two languages **Challenge** 2 (450 XP)', '**Actions**', '***Multiattack.*** The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.', '***Scimitar.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.', '***Dagger.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage.', '**Reactions**', '***Parry.*** The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.', 'It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The **bandit captain** has these qualities in spades.', 'In addition to managing a crew of selfish malcontents, the **pirate captain** is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.', 'More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captains vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captains colorful reputation.']}
Berserker: {content: ['*Medium humanoid (any race), any chaotic alignment*', '**Armor Class** 13 (hide armor)', '**Hit Points** 67 (9d8 + 27)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['12 (+1)'], CON: ['17 (+3)'], INT: ['9 (1)'], WIS: ['11 (+0)'], CHA: ['9 (1)']}}, '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 2 (450 XP)', '***Reckless.*** At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.', '**Actions**', '***Greataxe.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 9 (1d12 + 3) slashing damage.', 'Hailing from uncivilized lands, unpredictable **berserkers** come together in war parties and seek conflict wherever they can find it.']}
Commoner: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['10 (+0)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['10 (+0)']}}, '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 0 (10 XP)', '**Actions**', '***Club.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.', '**Commoners** include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.']}
Cultist: {content: ['*Medium humanoid (any race), any non-good alignment*', '**Armor Class** 12 (leather armor)', '**Hit Points** 9 (2d8)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['12 (+1)'], CON: ['10 (+0)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Deception +2, Religion +2', '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 1/8 (25 XP)', '***Dark Devotion.*** The cultist has advantage on saving throws against being charmed or frightened.', '**Actions**', '***Scimitar.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) slashing damage.', '**Cultists** swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.']}
'Cult Fanatic': {content: ['*Medium humanoid (any race), any non-good alignment*', '**Armor Class** 13 (leather armor)', '**Hit Points** 33 (6d8 + 6)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['13 (+1)'], CHA: ['14 (+2)']}}, '**Skills** Deception +4, Persuasion +4, Religion +2', '**Senses** passive Perception 11', '**Languages** any one language (usually Common)', '**Challenge** 2 (450 XP)', '***Dark Devotion.*** The fanatic has advantage on saving throws against being charmed or frightened.', '***Spellcasting.*** The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:', 'Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* 1st level (4 slots): *command*, *inflict wounds*, *shield of faith* 2nd level (3 slots): *hold person*, *spiritual weapon*', '**Actions**', '***Multiattack.*** The fanatic makes two melee attacks.', '***Dagger.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one creature. *Hit*: 4 (1d4 + 2) piercing damage.', '**Fanatics** are often part of a cults leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.']}
Druid: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 11 (16 with *barkskin*)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['12 (+1)'], CON: ['13 (+1)'], INT: ['12 (+1)'], WIS: ['15 (+2)'], CHA: ['11 (+0)']}}, '**Skills** Medicine +4, Nature +3, Perception +4', '**Senses** passive Perception 14 **Languages** Druidic plus any two languages **Challenge** 2 (450 XP)', '***Spellcasting.*** The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:', 'Cantrips (at will): *druidcraft*, *produce flame*, *shillelagh* 1st level (4 slots): *entangle*, *longstrider*, *speak with animals*, *thunderwave* 2nd level (3 slots): *animal messenger*, *barkskin*', '**Actions**', '***Quarterstaff.** Melee Weapon Attack:* +2 to hit (+4 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with *shillelagh*.', '**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance.']}
Gladiator: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 16 (studded leather, shield)', '**Hit Points** 112 (15d8 + 45)', '**Speed** 30 ft.', {table: {STR: ['18 (+4)'], DEX: ['15 (+2)'], CON: ['16 (+3)'], INT: ['10 (+0)'], WIS: ['12 (+1)'], CHA: ['15 (+2)']}}, '**Saving Throws** Str +7, Dex +5, Con +6', '**Skills** Athletics +10, Intimidation +5', '**Senses** passive Perception 11', '**Languages** any one language (usually Common)', '**Challenge** 5 (1,800 XP)', '***Brave.*** The gladiator has advantage on saving throws against being frightened.', '***Brute.*** A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).', '**Actions**', '***Multiattack.*** The gladiator makes three melee attacks or two ranged attacks.', '***Spear.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. and 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.', '***Shield Bash.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.', '**Reactions**', '***Parry.*** The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.', '**Gladiators** battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.']}
Guard: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 16 (chain shirt, shield)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['12 (+1)'], CON: ['12 (+1)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Perception +2', '**Senses** passive Perception 12', '**Languages** any one language (usually Common)', '**Challenge** 1/8 (25 XP)', '***Actions***', '***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.', '**Guards** include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.']}
Knight: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 18 (plate)', '**Hit Points** 52 (8d8 + 16)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['11 (+0)'], CON: ['14 (+2)'], INT: ['11 (+0)'], WIS: ['11 (+0)'], CHA: ['15 (+2)']}}, '**Saving Throws** Con +4, Wis +2', '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 3 (700 XP)', '***Brave.*** The knight has advantage on saving throws against being frightened.', '**Actions**', '***Multiattack.*** The knight makes two melee attacks.', '***Greatsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.', '***Heavy Crossbow.** Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage.', '***Leadership (Recharges after a Short or Long Rest).*** For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.', '**Reactions**', '***Parry.*** The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.', '**Knights** are warriors who pledge service to rulers, religious orders, and noble causes. A knights alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.']}
Mage: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 12 (15 with *mage armor*)', '**Hit Points** 40 (9d8)', '**Speed** 30 ft.', {table: {STR: ['9 (1)'], DEX: ['14 (+2)'], CON: ['11 (+0)'], INT: ['17 (+3)'], WIS: ['12 (+1)'], CHA: ['11 (+0)']}}, '**Saving Throws** Int +6, Wis +4', '**Skills** Arcana +6, History +6', '**Senses** passive Perception 11', '**Languages** any four languages', '**Challenge** 6 (2,300 XP)', '***Spellcasting.*** The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:', 'Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation* 1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield* 2nd level (3 slots): *misty step*, *suggestion* 3rd level (3 slots): *counterspell*, *fireball*, *fly* 4th level (3 slots): *greater invisibility*, *ice storm* 5th level (1 slot): *cone of cold*', '**Actions**', '***Dagger.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 1) piercing damage.', '**Mages** spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.']}
Noble: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 15 (breastplate)', '**Hit Points** 9 (2d8)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['12 (+1)'], CON: ['11 (+0)'], INT: ['12 (+1)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Skills** Deception +5, Insight +4, Persuasion +5', '**Senses** passive Perception 12', '**Languages** any two languages', '**Challenge** 1/8 (25 XP)', '**Actions**', '***Rapier.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage.', '**Reactions**', '***Parry.*** The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.', '**Nobles** wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.', 'The nobles statistics can also be used to represent **courtiers** who arent of noble birth.']}
Priest: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 13 (chain shirt)', '**Hit Points** 27 (5d8 + 5)', '**Speed** 25 ft.', {table: {STR: ['10 (+0)'], DEX: ['10 (+0)'], CON: ['12 (+1)'], INT: ['13 (+1)'], WIS: ['16 (+3)'], CHA: ['13 (+1)']}}, '**Skills** Medicine +7, Persuasion +3, Religion +4', '**Senses** passive Perception 13', '**Languages** any two languages', '**Challenge** 2 (450 XP)', '***Divine Eminence.*** As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.', '***Spellcasting.*** The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:', 'Cantrips (at will): *light*, *sacred flame*, *thaumaturgy* 1st level (4 slots): *cure wounds*, *guiding bolt*, *sanctuary* 2nd level (3 slots): *lesser restoration*, *spiritual weapon* 3rd level (2 slots): *dispel magic*, *spirit guardians*', '**Actions**', '***Mace.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) bludgeoning damage.', '**Priests** bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites.', 'A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.']}
Scout: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 13 (leather armor)', '**Hit Points** 16 (3d8 + 3)', '**Speed** 30 ft.', {table: {STR: ['11 (+0)'], DEX: ['14 (+2)'], CON: ['12 (+1)'], INT: ['11 (+0)'], WIS: ['13 (+1)'], CHA: ['11 (+0)']}}, '**Skills** Nature +4, Perception +5, Stealth +6, Survival +5', '**Senses** passive Perception 15', '**Languages** any one language (usually Common)', '**Challenge** 1/2 (100 XP)', '***Keen Hearing and Sight.*** The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.', '**Actions**', '***Multiattack.*** The scout makes two melee attacks or two ranged attacks.', '***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.', '***Longbow.** Ranged Weapon Attack:* +4 to hit, ranged 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.', '**Scouts** are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.']}
Spy: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 12', '**Hit Points** 27 (6d8)', '**Speed** 30 ft.', {table: {STR: ['10 (+0)'], DEX: ['15 (+2)'], CON: ['10 (+0)'], INT: ['12 (+1)'], WIS: ['14 (+2)'], CHA: ['16 (+3)']}}, '**Skills** Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4', '**Senses** passive Perception 16', '**Languages** any two languages', '**Challenge** 1 (200 XP)', '***Cunning Action.*** On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.', '***Sneak Attack (1/Turn).*** The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isnt incapacitated and the spy doesnt have disadvantage on the attack roll.', '**Actions**', '***Multiattack.*** The spy makes two melee attacks.', '***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.', 'Rulers, nobles, merchants, guildmasters, and other wealthy individuals use **spies** to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.']}
Thug: {content: ['*Medium humanoid (any race), any non-good alignment*', '**Armor Class** 11 (leather armor)', '**Hit Points** 32 (5d8 + 10)', '**Speed** 30 ft.', {table: {STR: ['15 (+2)'], DEX: ['11 (+0)'], CON: ['14 (+2)'], INT: ['10 (+0)'], WIS: ['10 (+0)'], CHA: ['11 (+0)']}}, '**Skills** Intimidation +2', '**Senses** passive Perception 10', '**Languages** any one language (usually Common)', '**Challenge** 1/2 (100 XP)', '***Pack Tactics.*** The thug has advantage on an attack roll against a creature if at least one of the thugs allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***Multiattack.*** The thug makes two melee attacks.', '***Mace.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) bludgeoning damage.', '***Heavy Crossbow.** Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage.', '**Thugs** are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.']}
'Tribal Warrior': {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 12 (hide armor)', '**Hit Points** 11 (2d8 + 2)', '**Speed** 30 ft.', {table: {STR: ['13 (+1)'], DEX: ['11 (+0)'], CON: ['12 (+1)'], INT: ['8 (1)'], WIS: ['11 (+0)'], CHA: ['8 (1)']}}, '**Senses** passive Perception 10', '**Languages** any one language', '**Challenge** 1/8 (25 XP)', '***Pack Tactics.*** The warrior has advantage on an attack roll against a creature if at least one of the warriors allies is within 5 feet of the creature and the ally isnt incapacitated.', '**Actions**', '***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.', '**Tribal warriors** live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.']}
Veteran: {content: ['*Medium humanoid (any race), any alignment*', '**Armor Class** 17 (splint)', '**Hit Points** 58 (9d8 + 18)', '**Speed** 30 ft.', {table: {STR: ['16 (+3)'], DEX: ['13 (+1)'], CON: ['14 (+2)'], INT: ['10 (+0)'], WIS: ['11 (+0)'], CHA: ['10 (+0)']}}, '**Skills** Athletics +5, Perception +2', '**Senses** passive Perception 12', '**Languages** any one language (usually Common)', '**Challenge** 3 (700 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.', '**Veterans** are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.']}