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Fix Quipper entry. Closes #11
Fix Brass Dragon entries. Closes #12 Fix messed up ac/hp/speed entries. Closes #10
This commit is contained in:
parent
c3db107ebb
commit
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12 changed files with 210 additions and 86 deletions
62
5esrd.json
62
5esrd.json
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@ -19383,6 +19383,11 @@
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"***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.",
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"***Tail.** Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.",
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"***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.",
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"***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:",
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"**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.",
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"**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.",
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"***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).",
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"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.",
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"**Legendary Actions**",
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"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.",
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"**Detect.** The dragon makes a Wisdom (Perception) check.",
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@ -19396,11 +19401,6 @@
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"**Armor Class** 18 (natural armor)",
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"**Hit Points** 172 (15d12 + 75)",
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"**Speed** 40 ft., burrow 30 ft., fly 80 ft.",
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"***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:",
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"**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.",
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"**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.",
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"***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).",
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"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.",
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{
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"table": {
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"STR": [
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@ -25929,7 +25929,9 @@
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"Awakened Shrub": {
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"content": [
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"*Small plant, unaligned*",
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"**Armor Class** 9 **Hit Points** 10 (3d6) **Speed** 20 ft.",
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"**Armor Class** 9",
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"**Hit Points** 10 (3d6)",
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"**Speed** 20 ft.",
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{
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"table": {
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"STR": [
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@ -27536,7 +27538,9 @@
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"Giant Rat": {
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"content": [
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"*Small beast, unaligned*",
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"**Armor Class** 12 **Hit Points** 7 (2d6) **Speed** 30 ft.",
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"**Armor Class** 12",
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"**Hit Points** 7 (2d6)",
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"**Speed** 30 ft.",
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{
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"table": {
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"STR": [
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@ -27847,7 +27851,9 @@
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"Giant Weasel": {
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"content": [
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"*Medium beast, unaligned*",
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"**Armor Class** 13 **Hit Points** 9 (2d8) **Speed** 40 ft.",
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"**Armor Class** 13",
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"**Hit Points** 9 (2d8)",
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"**Speed** 40 ft.",
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{
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"table": {
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"STR": [
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@ -28072,7 +28078,9 @@
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"Jackal": {
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"content": [
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"*Small beast, unaligned*",
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"**Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 40 ft.",
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"**Armor Class** 12",
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"**Hit Points** 3 (1d6)",
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"**Speed** 40 ft.",
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{
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"table": {
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"STR": [
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@ -28605,8 +28613,28 @@
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"**Armor Class** 13",
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"**Hit Points** 1 (1d4 − 1)",
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"**Speed** 0 ft., swim 40 ft.",
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"**STR DEX CON**",
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"2 (−4) 16 (+3) 9 (−1)",
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{
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"table": {
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"STR": [
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"2 (−4)"
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],
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"DEX": [
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"16 (+3)"
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],
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"CON": [
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"9 (−1)"
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],
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"INT": [
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"1 (−5)"
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],
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"WIS": [
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"7 (-2)"
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],
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"CHA": [
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"2 (−4)"
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]
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}
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},
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"**Senses** darkvision 60 ft., passive Perception 8",
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"**Languages** —",
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"**Challenge** 0 (10 XP)",
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@ -28950,7 +28978,9 @@
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"Swarm of Bats": {
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"content": [
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"*Medium swarm of Tiny beasts, unaligned*",
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"**Armor Class** 12 **Hit Points** 22 (5d8) **Speed** 0 ft., fly 30 ft.",
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"**Armor Class** 12",
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"**Hit Points** 22 (5d8)",
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"**Speed** 0 ft., fly 30 ft.",
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{
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"table": {
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"STR": [
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@ -29474,7 +29504,9 @@
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"Acolyte": {
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"content": [
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"*Medium humanoid (any race), any alignment*",
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"**Armor Class** 10 **Hit Points** 9 (2d8) **Speed** 30 ft.",
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"**Armor Class** 10",
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"**Hit Points** 9 (2d8)",
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"**Speed** 30 ft.",
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{
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"table": {
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"STR": [
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@ -29715,7 +29747,9 @@
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"Commoner": {
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"content": [
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"*Medium humanoid (any race), any alignment*",
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"**Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 30 ft.",
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"**Armor Class** 10",
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"**Hit Points** 4 (1d8)",
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"**Speed** 30 ft.",
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{
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"table": {
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"STR": [
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68
5esrd.md
68
5esrd.md
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@ -18164,6 +18164,16 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
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***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
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***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:
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**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
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**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
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In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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**Legendary Actions**
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The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
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@ -18184,16 +18194,6 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
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**Speed** 40 ft., burrow 30 ft., fly 80 ft.
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***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:
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**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
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**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
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In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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| STR | DEX | CON | INT | WIS | CHA |
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|---------|---------|---------|---------|---------|---------|
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| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) |
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@ -24078,7 +24078,11 @@ This appendix contains statistics for various animals, vermin, and other critter
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*Small plant, unaligned*
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**Armor Class** 9 **Hit Points** 10 (3d6) **Speed** 20 ft.
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**Armor Class** 9
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**Hit Points** 10 (3d6)
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**Speed** 20 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|--------|--------|---------|---------|---------|--------|
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@ -25316,7 +25320,11 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep
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*Small beast, unaligned*
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**Armor Class** 12 **Hit Points** 7 (2d6) **Speed** 30 ft.
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**Armor Class** 12
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**Hit Points** 7 (2d6)
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**Speed** 30 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|--------|---------|---------|--------|---------|--------|
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@ -25564,7 +25572,11 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its
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*Medium beast, unaligned*
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**Armor Class** 13 **Hit Points** 9 (2d8) **Speed** 40 ft.
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**Armor Class** 13
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**Hit Points** 9 (2d8)
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**Speed** 40 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|---------|---------|---------|--------|---------|--------|
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@ -25738,7 +25750,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter
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*Small beast, unaligned*
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**Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 40 ft.
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**Armor Class** 12
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**Hit Points** 3 (1d6)
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**Speed** 40 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|--------|---------|---------|--------|---------|--------|
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@ -26161,9 +26177,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe
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**Speed** 0 ft., swim 40 ft.
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**STR DEX CON**
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2 (−4) 16 (+3) 9 (−1)
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| STR | DEX | CON | INT | WIS | CHA |
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|--------|---------|--------|--------|--------|--------|
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| 2 (−4) | 16 (+3) | 9 (−1) | 1 (−5) | 7 (-2) | 2 (−4) |
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**Senses** darkvision 60 ft., passive Perception 8
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@ -26431,7 +26447,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat
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*Medium swarm of Tiny beasts, unaligned*
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**Armor Class** 12 **Hit Points** 22 (5d8) **Speed** 0 ft., fly 30 ft.
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**Armor Class** 12
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**Hit Points** 22 (5d8)
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**Speed** 0 ft., fly 30 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|--------|---------|---------|--------|---------|--------|
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@ -26869,7 +26889,11 @@ There are many easy ways to customize the NPCs in this appendix for your home ca
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*Medium humanoid (any race), any alignment*
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**Armor Class** 10 **Hit Points** 9 (2d8) **Speed** 30 ft.
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**Armor Class** 10
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**Hit Points** 9 (2d8)
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**Speed** 30 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|---------|---------|---------|---------|---------|---------|
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@ -27090,7 +27114,11 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa
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*Medium humanoid (any race), any alignment*
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**Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 30 ft.
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**Armor Class** 10
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**Hit Points** 4 (1d8)
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**Speed** 30 ft.
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| STR | DEX | CON | INT | WIS | CHA |
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|---------|---------|---------|---------|---------|---------|
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18
5esrd.yaml
18
5esrd.yaml
File diff suppressed because one or more lines are too long
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@ -3142,6 +3142,11 @@
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"***Claw.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.",
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"***Tail.** Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.",
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"***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.",
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"***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:",
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"**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.",
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"**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.",
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"***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).",
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"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.",
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"**Legendary Actions**",
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"The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.",
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"**Detect.** The dragon makes a Wisdom (Perception) check.",
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@ -3155,11 +3160,6 @@
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"**Armor Class** 18 (natural armor)",
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"**Hit Points** 172 (15d12 + 75)",
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"**Speed** 40 ft., burrow 30 ft., fly 80 ft.",
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"***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:",
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"**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.",
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"**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.",
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"***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).",
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"In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.",
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{
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"table": {
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"STR": [
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@ -42,7 +42,9 @@
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"Awakened Shrub": {
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"content": [
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"*Small plant, unaligned*",
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"**Armor Class** 9 **Hit Points** 10 (3d6) **Speed** 20 ft.",
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"**Armor Class** 9",
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"**Hit Points** 10 (3d6)",
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"**Speed** 20 ft.",
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{
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"table": {
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"STR": [
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@ -1649,7 +1651,9 @@
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"Giant Rat": {
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"content": [
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"*Small beast, unaligned*",
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"**Armor Class** 12 **Hit Points** 7 (2d6) **Speed** 30 ft.",
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"**Armor Class** 12",
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"**Hit Points** 7 (2d6)",
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"**Speed** 30 ft.",
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{
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"table": {
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"STR": [
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@ -1960,7 +1964,9 @@
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"Giant Weasel": {
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"content": [
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"*Medium beast, unaligned*",
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"**Armor Class** 13 **Hit Points** 9 (2d8) **Speed** 40 ft.",
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"**Armor Class** 13",
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"**Hit Points** 9 (2d8)",
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"**Speed** 40 ft.",
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{
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"table": {
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"STR": [
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@ -2185,7 +2191,9 @@
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"Jackal": {
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"content": [
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"*Small beast, unaligned*",
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"**Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 40 ft.",
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"**Armor Class** 12",
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"**Hit Points** 3 (1d6)",
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"**Speed** 40 ft.",
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{
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"table": {
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"STR": [
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@ -2718,8 +2726,28 @@
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"**Armor Class** 13",
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"**Hit Points** 1 (1d4 − 1)",
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"**Speed** 0 ft., swim 40 ft.",
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"**STR DEX CON**",
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"2 (−4) 16 (+3) 9 (−1)",
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{
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"table": {
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"STR": [
|
||||
"2 (−4)"
|
||||
],
|
||||
"DEX": [
|
||||
"16 (+3)"
|
||||
],
|
||||
"CON": [
|
||||
"9 (−1)"
|
||||
],
|
||||
"INT": [
|
||||
"1 (−5)"
|
||||
],
|
||||
"WIS": [
|
||||
"7 (-2)"
|
||||
],
|
||||
"CHA": [
|
||||
"2 (−4)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Senses** darkvision 60 ft., passive Perception 8",
|
||||
"**Languages** —",
|
||||
"**Challenge** 0 (10 XP)",
|
||||
|
@ -3063,7 +3091,9 @@
|
|||
"Swarm of Bats": {
|
||||
"content": [
|
||||
"*Medium swarm of Tiny beasts, unaligned*",
|
||||
"**Armor Class** 12 **Hit Points** 22 (5d8) **Speed** 0 ft., fly 30 ft.",
|
||||
"**Armor Class** 12",
|
||||
"**Hit Points** 22 (5d8)",
|
||||
"**Speed** 0 ft., fly 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
|
|
|
@ -13,7 +13,9 @@
|
|||
"Acolyte": {
|
||||
"content": [
|
||||
"*Medium humanoid (any race), any alignment*",
|
||||
"**Armor Class** 10 **Hit Points** 9 (2d8) **Speed** 30 ft.",
|
||||
"**Armor Class** 10",
|
||||
"**Hit Points** 9 (2d8)",
|
||||
"**Speed** 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
|
@ -254,7 +256,9 @@
|
|||
"Commoner": {
|
||||
"content": [
|
||||
"*Medium humanoid (any race), any alignment*",
|
||||
"**Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 30 ft.",
|
||||
"**Armor Class** 10",
|
||||
"**Hit Points** 4 (1d8)",
|
||||
"**Speed** 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
|
|
|
@ -3001,6 +3001,16 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Frightful Presence.*** Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
|
||||
|
||||
***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:
|
||||
|
||||
**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
|
||||
|
||||
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
**Legendary Actions**
|
||||
|
||||
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
|
||||
|
@ -3021,16 +3031,6 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Speed** 40 ft., burrow 30 ft., fly 80 ft.
|
||||
|
||||
***Breath Weapons (Recharge 5–6).*** The dragon uses one of the following breath weapons:
|
||||
|
||||
**Fire Breath.** The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
**Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
|
||||
|
||||
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
|
||||
|
||||
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
| 23 (+6) | 10 (+0) | 21 (+5) | 14 (+2) | 13 (+1) | 17 (+3) |
|
||||
|
|
|
@ -37,7 +37,11 @@ This appendix contains statistics for various animals, vermin, and other critter
|
|||
|
||||
*Small plant, unaligned*
|
||||
|
||||
**Armor Class** 9 **Hit Points** 10 (3d6) **Speed** 20 ft.
|
||||
**Armor Class** 9
|
||||
|
||||
**Hit Points** 10 (3d6)
|
||||
|
||||
**Speed** 20 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|--------|---------|---------|---------|--------|
|
||||
|
@ -1275,7 +1279,11 @@ A **giant lizard** can be ridden or used as a draft animal. Lizardfolk also keep
|
|||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 12 **Hit Points** 7 (2d6) **Speed** 30 ft.
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 7 (2d6)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|---------|--------|---------|--------|
|
||||
|
@ -1523,7 +1531,11 @@ A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its
|
|||
|
||||
*Medium beast, unaligned*
|
||||
|
||||
**Armor Class** 13 **Hit Points** 9 (2d8) **Speed** 40 ft.
|
||||
**Armor Class** 13
|
||||
|
||||
**Hit Points** 9 (2d8)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|--------|---------|--------|
|
||||
|
@ -1697,7 +1709,11 @@ Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter
|
|||
|
||||
*Small beast, unaligned*
|
||||
|
||||
**Armor Class** 12 **Hit Points** 3 (1d6) **Speed** 40 ft.
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 3 (1d6)
|
||||
|
||||
**Speed** 40 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|---------|--------|---------|--------|
|
||||
|
@ -2120,9 +2136,9 @@ A **phase spider** possesses the magical ability to phase in and out of the Ethe
|
|||
|
||||
**Speed** 0 ft., swim 40 ft.
|
||||
|
||||
**STR DEX CON**
|
||||
|
||||
2 (−4) 16 (+3) 9 (−1)
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|--------|--------|--------|--------|
|
||||
| 2 (−4) | 16 (+3) | 9 (−1) | 1 (−5) | 7 (-2) | 2 (−4) |
|
||||
|
||||
**Senses** darkvision 60 ft., passive Perception 8
|
||||
|
||||
|
@ -2390,7 +2406,11 @@ Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow wat
|
|||
|
||||
*Medium swarm of Tiny beasts, unaligned*
|
||||
|
||||
**Armor Class** 12 **Hit Points** 22 (5d8) **Speed** 0 ft., fly 30 ft.
|
||||
**Armor Class** 12
|
||||
|
||||
**Hit Points** 22 (5d8)
|
||||
|
||||
**Speed** 0 ft., fly 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|--------|---------|---------|--------|---------|--------|
|
||||
|
|
|
@ -19,7 +19,11 @@ There are many easy ways to customize the NPCs in this appendix for your home ca
|
|||
|
||||
*Medium humanoid (any race), any alignment*
|
||||
|
||||
**Armor Class** 10 **Hit Points** 9 (2d8) **Speed** 30 ft.
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 9 (2d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
|
@ -240,7 +244,11 @@ Hailing from uncivilized lands, unpredictable **berserkers** come together in wa
|
|||
|
||||
*Medium humanoid (any race), any alignment*
|
||||
|
||||
**Armor Class** 10 **Hit Points** 4 (1d8) **Speed** 30 ft.
|
||||
**Armor Class** 10
|
||||
|
||||
**Hit Points** 4 (1d8)
|
||||
|
||||
**Speed** 30 ft.
|
||||
|
||||
| STR | DEX | CON | INT | WIS | CHA |
|
||||
|---------|---------|---------|---------|---------|---------|
|
||||
|
|
File diff suppressed because one or more lines are too long
|
@ -1,7 +1,7 @@
|
|||
'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 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 baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 − 1) piercing damage.']}
|
||||
|
@ -44,7 +44,7 @@
|
|||
'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 can’t use its tentacles on another target.', '***Ink Cloud (Recharges after a Short or Long Rest).*** A 20- foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.']}
|
||||
'Giant Owl': {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 can’t speak them', '**Challenge** 1/4 (50 XP)', '***Flyby.*** The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.', '***Keen Hearing and Sight.*** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.', '**Actions**', '***Talons.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6 + 1) slashing damage.', '**Giant owls** often befriend fey and other sylvan creatures and are guardians of their woodland realms.']}
|
||||
'Giant Poisonous Snake': {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 rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.'], 'Variant: Diseased Giant Rats': {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 can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.']}}
|
||||
'Giant 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 rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.'], 'Variant: Diseased Giant Rats': {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 can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.']}}
|
||||
'Giant Scorpion': {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 doesn’t have all its hit points.', '***Water Breathing.*** The shark can breathe only underwater.', '**Actions**', '***Bite.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 22 (3d10 + 6) piercing damage.', 'A **giant shark** is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.']}
|
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'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 toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target.', '***Swallow.*** The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time.', 'If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.']}
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'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 can’t speak', '**Challenge** 1 (200 XP)', '***Keen Sight and Smell.*** The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.', '***Pack Tactics.*** The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Multiattack.*** The vulture makes two attacks: one with its beak and one with its talons.', '***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage.', '***Talons.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) slashing damage.', 'A **giant vulture** has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.']}
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'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.']}
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'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.']}
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'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.']}
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'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.']}
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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.']}
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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.']}
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'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 doesn’t have all its hit points.', '***Water Breathing.*** The shark can breathe only underwater.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage.', 'Smaller than a giant shark but larger and fiercer than a reef shark, a **hunter shark** haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.']}
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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 hyena’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 3 (1d6) piercing damage.']}
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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 jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 – 1) piercing damage.']}
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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 jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '**Actions**', '***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 – 1) piercing damage.']}
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'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 can’t use its blindsight while deafened.', '***Hold Breath.*** The whale can hold its breath for 30 minutes.', '***Keen Hearing.*** The whale has advantage on Wisdom (Perception) checks that rely on hearing.', '**Actions**', '***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 21 (5d6 + 4) piercing damage.']}
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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 lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '***Pounce.*** If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.', '***Running Leap.*** With a 10-foot running start, the lion can long jump up to 25 feet.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.', '***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.']}
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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.']}
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@ -72,7 +72,7 @@
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'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.']}
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'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.']}
|
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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.']}
|
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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 doesn’t have all its hit points.', '***Water Breathing.*** The quipper can breathe only underwater.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.', 'A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.']}
|
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Quipper: {content: ['*Tiny beast, unaligned*', '**Armor Class** 13', '**Hit Points** 1 (1d4 − 1)', '**Speed** 0 ft., swim 40 ft.', {table: {STR: ['2 (−4)'], DEX: ['16 (+3)'], CON: ['9 (−1)'], INT: ['1 (−5)'], WIS: ['7 (-2)'], CHA: ['2 (−4)']}}, '**Senses** darkvision 60 ft., passive Perception 8', '**Languages** —', '**Challenge** 0 (10 XP)', '***Blood Frenzy.*** The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points.', '***Water Breathing.*** The quipper can breathe only underwater.', '**Actions**', '***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.', 'A **quipper** is a carnivorous fish with sharp teeth. Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.']}
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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.']}
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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.']}
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'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 shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated.', '***Water Breathing.*** The shark can breathe only underwater.', '**Actions**', '***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.', 'Smaller than giant sharks and hunter sharks, **reef sharks** inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.']}
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@ -82,7 +82,7 @@
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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.']}
|
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'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.']}
|
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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 can’t use its blindsight while deafened.', '***Keen Hearing.*** The swarm has advantage on Wisdom (Perception) checks that rely on hearing.', '***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarm’s space. *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.']}
|
||||
'Swarm of 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 can’t use its blindsight while deafened.', '***Keen Hearing.*** The swarm has advantage on Wisdom (Perception) checks that rely on hearing.', '***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarm’s space. *Hit:* 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.']}
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'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 creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +3 to hit, reach 0 ft., one target in the swarm’s space. *Hit:* 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.'], 'Variant: Insect Swarms': {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.']}}
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'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 creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points.', '**Actions**', '***Bites.** Melee Weapon Attack:* +6 to hit, reach 0 ft., one creature in the swarm’s space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.']}
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'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 doesn’t have all its hit points.', '***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points or gain temporary hit points.', '***Water Breathing.*** The swarm can breathe only underwater.', '**Actions**', '***Bites.** Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarm’s space. *Hit:* 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.']}
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'Appendix MM-B: Nonplayer Characters':
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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.'
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'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 doesn’t alter its challenge rating. For more on racial traits, see the *Player’s Handbook*.', '***Spell Swaps.*** One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating.', '***Armor and Weapon Swaps.*** You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating.', '***Magic Items.*** The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating.']}
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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 archmage’s abode has numerous magical wards and guardians to discourage interlopers.']}
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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 archmage’s abode has numerous magical wards and guardians to discourage interlopers.']}
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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 hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.', '***Evasion.*** If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.', '***Sneak Attack.*** Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.', '**Actions**', '***Multiattack.*** The assassin makes two shortsword attacks.', '***Shortsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.', '***Light Crossbow.** Ranged Weapon Attack:* +6 to hit, range 80/320 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.', 'Trained in the use of poison, **assassins** are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.']}
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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 nation’s vessels.']}
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'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 captain’s vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain’s colorful reputation.']}
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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.']}
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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.']}
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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.']}
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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.']}
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'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 cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.']}
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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.']}
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