Fix Quipper entry. Closes #11

Fix Brass Dragon entries. Closes #12
Fix messed up ac/hp/speed entries. Closes #10
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Ben Morton 2019-06-11 00:05:43 +01:00
parent c3db107ebb
commit d0fb997804
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GPG key ID: 91A8370FAE579057
12 changed files with 210 additions and 86 deletions

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@ -3001,6 +3001,16 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
***Frightful Presence.*** Each creature of the dragons 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 creatures saving throw is successful or the effect ends for it, the creature is immune to the dragons Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 56).*** 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 dragons 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 creatures 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 56).*** 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 dragons 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) |

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@ -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 |
|--------|---------|---------|--------|---------|--------|

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@ -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 |
|---------|---------|---------|---------|---------|---------|