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Fix Winter Wolf creature entry. Closes #9
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@ -29371,7 +29371,9 @@
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},
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"**Skills** Perception +5, Stealth +3",
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"**Damage Immunities** cold",
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"**Senses** passive Perception 15 **Languages** Common, Giant, Winter Wolf **Challenge** 3 (700 XP)",
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"**Senses** passive Perception 15",
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"**Languages** Common, Giant, Winter Wolf",
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"**Challenge** 3 (700 XP)",
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"***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.",
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"***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.",
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"***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.",
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72
5esrd.md
72
5esrd.md
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@ -53,8 +53,8 @@ System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Author
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END OF LICENSE
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If you note any errors in this document, please let us know by emailing [askdnd@wizards.com](mailto:askdnd@wizards.com)
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If you note any errors in this document, please let us know by emailing [askdnd@wizards.com](mailto:askdnd@wizards.com)
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Races
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=====
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@ -218,7 +218,7 @@ It’s hard to make generalizations about humans, but your human character has t
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***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.
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***Speed.*** Your base walking speed is 30 feet.
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***Speed.*** Your base walking speed is 30 feet.
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***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.
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@ -381,8 +381,8 @@ Tieflings share certain racial traits as a result of their infernal descent.
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***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.
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***Languages.*** You can speak, read, and write Common and Infernal.
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***Languages.*** You can speak, read, and write Common and Infernal.
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Barbarian
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=========
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@ -2962,8 +2962,8 @@ For each level of the spell, the process takes 2 hours and costs 50 gp. The cost
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If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
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***The Book’s Appearance.*** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
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***The Book’s Appearance.*** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
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Beyond 1st Level
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================
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@ -3293,8 +3293,8 @@ Acolytes are shaped by their experience in temples or other religious communitie
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| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |
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| 4 | I am inflexible in my thinking. |
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| 5 | I am suspicious of strangers and expect the worst of them. |
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| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
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| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
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Equipment
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=========
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@ -4050,8 +4050,8 @@ Skilled hirelings include anyone hired to perform a service that involves a prof
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People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.
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Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
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Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
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Feats
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=====
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@ -4067,8 +4067,8 @@ You must meet any prerequisite specified in a feat to take that feat. If you eve
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You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
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- You have advantage on attack rolls against a creature you are grappling.
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- 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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- 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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Using Ability Scores
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====================
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@ -4702,8 +4702,8 @@ You can spend time between adventures learning a new language or training with a
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First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.
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The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
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The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
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Combat
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======
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@ -5219,8 +5219,8 @@ When making a **melee weapon attack**, a creature that doesn’t have a swimming
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A **ranged weapon attack** automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
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Creatures and objects that are fully immersed in water have resistance to fire damage.
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Creatures and objects that are fully immersed in water have resistance to fire damage.
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Spellcasting
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============
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@ -12070,8 +12070,8 @@ You must designate a sanctuary by casting this spell within a location, such as
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You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
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An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
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An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
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Traps
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=====
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@ -12472,8 +12472,8 @@ Each type of poison has its own debilitating effects.
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***Truth Serum (Ingested).*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a *zone of truth* spell.
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***Wyvern Poison (Injury).*** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
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***Wyvern Poison (Injury).*** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
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Magic Items
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===========
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@ -15159,8 +15159,8 @@ You can also use an action to cast the *detect magic* spell from the orb without
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***Call Dragons.*** While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.
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***Destroying an Orb.*** An *Orb of Dragonkind* appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A *disintegrate* spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
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***Destroying an Orb.*** An *Orb of Dragonkind* appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A *disintegrate* spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
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Monsters
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========
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@ -23762,8 +23762,8 @@ Monsters (Z)
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**Actions**
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***Morningstar.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
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***Morningstar.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
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Appendix PH-A: Conditions
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======================
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- The creature drops whatever it’s holding and falls prone.
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- The creature automatically fails Strength and Dexterity saving throws.
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- Attack rolls against the creature have advantage.
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- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
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- 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
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========================================
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| Thor, god of storms and thunder | CG | Tempest, War | Hammer |
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| Thrym, god of frost giants and cold | CE | War | White double-bladed axe |
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| Tyr, god of courage and strategy | LN | Knowledge, War | Sword |
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| Uller, god of hunting and winter | CN | Nature | Longbow |
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| Uller, god of hunting and winter | CN | Nature | Longbow |
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Appendix PH-C: The Planes of Existence
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===================================
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#### Demiplanes
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Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as *demiplane,* or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a *plane shift* spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The *gate* spell is more reliable, assuming the caster knows of the demiplane.
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Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as *demiplane,* or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a *plane shift* spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The *gate* spell is more reliable, assuming the caster knows of the demiplane.
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Appendix MM-A: Miscellaneous Creatures
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===================================
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**Damage Immunities** cold
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**Senses** passive Perception 15 **Languages** Common, Giant, Winter Wolf **Challenge** 3 (700 XP)
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**Senses** passive Perception 15
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**Languages** Common, Giant, Winter Wolf
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**Challenge** 3 (700 XP)
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***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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***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.
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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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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
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====================
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@ -525,7 +525,7 @@ Monsters:
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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 vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Beak.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.']}
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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.']}
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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.']}
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'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 wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.', '***Cold Breath (Recharge 5–6).*** The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.', 'The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.']}
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'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 wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.', '***Cold Breath (Recharge 5–6).*** The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.', 'The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.']}
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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 wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.']}
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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':
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},
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"**Skills** Perception +5, Stealth +3",
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"**Damage Immunities** cold",
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"**Senses** passive Perception 15 **Languages** Common, Giant, Winter Wolf **Challenge** 3 (700 XP)",
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"**Senses** passive Perception 15",
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"**Languages** Common, Giant, Winter Wolf",
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"**Challenge** 3 (700 XP)",
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"***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.",
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"***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.",
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"***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.",
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@ -161,7 +161,7 @@ It’s hard to make generalizations about humans, but your human character has t
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***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.
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***Speed.*** Your base walking speed is 30 feet.
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***Speed.*** Your base walking speed is 30 feet.
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***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.
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@ -2727,7 +2727,11 @@ Different kinds of insects can gather in swarms, and each swarm has the special
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**Damage Immunities** cold
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**Senses** passive Perception 15 **Languages** Common, Giant, Winter Wolf **Challenge** 3 (700 XP)
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**Senses** passive Perception 15
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**Languages** Common, Giant, Winter Wolf
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**Challenge** 3 (700 XP)
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***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
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@ -92,6 +92,6 @@
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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 vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Beak.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage.']}
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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.']}
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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.']}
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'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 wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.', '***Cold Breath (Recharge 5–6).*** The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.', 'The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.']}
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'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 wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '***Snow Camouflage.*** The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.', '***Cold Breath (Recharge 5–6).*** The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.', 'The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves’ deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.']}
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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 wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.']}
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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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Loading…
Add table
Reference in a new issue