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Update version of marked to 0.8.0 Add typescript build script Remove unnecessary escape * from npcs
This commit is contained in:
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11 changed files with 790 additions and 789 deletions
586
5esrd.json
586
5esrd.json
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@ -16933,84 +16933,84 @@
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"***Actions***",
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"***Smother.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6 + 3) bludgeoning damage."
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]
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},
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"Ankheg": {
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"content": [
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"*Large monstrosity, unaligned*",
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"**Armor Class** 14 (natural armor), 11 while prone",
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"**Hit Points** 39 (6d10 + 6)",
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"**Speed** 30 ft., burrow 10 ft.",
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{
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"table": {
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"STR": [
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"17 (+3)"
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],
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"DEX": [
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"11 (+0)"
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],
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"CON": [
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"13 (+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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"13 (+1)"
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],
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"CHA": [
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"6 (−2)"
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]
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}
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},
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"**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
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"**Languages** —",
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"**Challenge** 2 (450 XP)",
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"**Actions**",
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"***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.",
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"***Acid Spray (Recharge 6).*** The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one."
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]
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},
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"Azer": {
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"content": [
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"*Medium elemental, lawful neutral*",
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"**Armor Class** 17 (natural armor, shield)",
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"**Hit Points** 39 (6d8 + 12)",
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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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"17 (+3)"
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],
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"DEX": [
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"12 (+1)"
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],
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"CON": [
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"15 (+2)"
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],
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"INT": [
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"12 (+1)"
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],
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"WIS": [
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"13 (+1)"
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],
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"CHA": [
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"10 (+0)"
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]
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}
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},
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"**Saving Throws** Con +4",
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"**Damage Immunities** fire, poison",
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"**Condition Immunities** poisoned",
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"**Senses** passive Perception 11",
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"**Languages** Ignan",
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"**Challenge** 2 (450 XP)",
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"***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.",
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"***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).",
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"***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.",
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"**Actions**",
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"***Warhammer.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage."
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]
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}
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},
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"Ankheg": {
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"content": [
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"*Large monstrosity, unaligned*",
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"**Armor Class** 14 (natural armor), 11 while prone",
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"**Hit Points** 39 (6d10 + 6)",
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"**Speed** 30 ft., burrow 10 ft.",
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{
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"table": {
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"STR": [
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"17 (+3)"
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],
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"DEX": [
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"11 (+0)"
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],
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"CON": [
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"13 (+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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"13 (+1)"
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],
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"CHA": [
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"6 (−2)"
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]
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}
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},
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"**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
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"**Languages** —",
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"**Challenge** 2 (450 XP)",
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"**Actions**",
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"***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.",
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"***Acid Spray (Recharge 6).*** The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one."
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]
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},
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"Azer": {
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"content": [
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"*Medium elemental, lawful neutral*",
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"**Armor Class** 17 (natural armor, shield)",
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"**Hit Points** 39 (6d8 + 12)",
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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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"17 (+3)"
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],
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"DEX": [
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"12 (+1)"
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],
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"CON": [
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"15 (+2)"
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],
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"INT": [
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"12 (+1)"
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],
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"WIS": [
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"13 (+1)"
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],
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"CHA": [
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"10 (+0)"
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]
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}
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},
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"**Saving Throws** Con +4",
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"**Damage Immunities** fire, poison",
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"**Condition Immunities** poisoned",
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"**Senses** passive Perception 11",
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"**Languages** Ignan",
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"**Challenge** 2 (450 XP)",
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"***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.",
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"***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).",
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"***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.",
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"**Actions**",
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"***Warhammer.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage."
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]
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}
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},
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"Monsters (B)": {
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@ -18379,50 +18379,50 @@
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"***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target.",
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"***Tail.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage."
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]
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},
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"Doppelganger": {
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"content": [
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"*Medium monstrosity (shapechanger), neutral*",
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"**Armor Class** 14",
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"**Hit Points** 52 (8d8 + 16)",
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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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"11 (+0)"
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],
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"DEX": [
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"18 (+4)"
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],
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"CON": [
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"14 (+2)"
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],
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"INT": [
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"11 (+0)"
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],
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"WIS": [
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"12 (+1)"
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],
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"CHA": [
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"14 (+2)"
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]
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}
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},
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"**Skills** Deception +6, Insight +3",
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"**Condition Immunities** charmed",
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"**Senses** darkvision 60 ft., passive Perception 11",
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"**Languages** Common",
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"**Challenge** 3 (700 XP)",
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"***Shapechanger.*** The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.",
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"***Ambusher.*** The doppelganger has advantage on attack rolls against any creature it has surprised.",
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"***Surprise Attack.*** If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.",
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"**Actions**",
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"***Multiattack.*** The doppelganger makes two melee attacks.",
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"***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage.",
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"***Read Thoughts.*** The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target."
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]
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}
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},
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"Doppelganger": {
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"content": [
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"*Medium monstrosity (shapechanger), neutral*",
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"**Armor Class** 14",
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"**Hit Points** 52 (8d8 + 16)",
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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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"11 (+0)"
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],
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"DEX": [
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"18 (+4)"
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],
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"CON": [
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"14 (+2)"
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],
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"INT": [
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"11 (+0)"
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],
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"WIS": [
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"12 (+1)"
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],
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"CHA": [
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"14 (+2)"
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]
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}
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},
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"**Skills** Deception +6, Insight +3",
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"**Condition Immunities** charmed",
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"**Senses** darkvision 60 ft., passive Perception 11",
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"**Languages** Common",
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"**Challenge** 3 (700 XP)",
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"***Shapechanger.*** The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.",
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"***Ambusher.*** The doppelganger has advantage on attack rolls against any creature it has surprised.",
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"***Surprise Attack.*** If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.",
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"**Actions**",
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"***Multiattack.*** The doppelganger makes two melee attacks.",
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"***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage.",
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"***Read Thoughts.*** The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target."
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]
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},
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"Dragons, Chromatic": {
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"Black Dragon": {
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"Ancient Black Dragon": {
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@ -20304,179 +20304,179 @@
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"**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
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]
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}
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},
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"Dragon Turtle": {
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"content": [
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"*Gargantuan dragon, neutral*",
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"**Armor Class** 20 (natural armor)",
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"**Hit Points** 341 (22d20 + 110)",
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"**Speed** 20 ft., swim 40 ft.",
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{
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"table": {
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"STR": [
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"25 (+7)"
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],
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"DEX": [
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"10 (+0)"
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],
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"CON": [
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"20 (+5)"
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],
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"INT": [
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"10 (+0)"
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],
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"WIS": [
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"12 (+1)"
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],
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"CHA": [
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"12 (+1)"
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]
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}
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},
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"**Saving Throws** Dex +6, Con +11, Wis +7",
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"**Damage Resistances** fire",
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"**Senses** darkvision 120 ft., passive Perception 11",
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"**Languages** Aquan, Draconic",
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"**Challenge** 17 (18,000 XP)",
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"***Amphibious.*** The dragon turtle can breathe air and water.",
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"***Actions***",
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"***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.",
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"***Bite.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) piercing damage.",
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"***Claw.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage.",
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"***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.",
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"***Steam Breath (Recharge 5–6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage."
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]
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},
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"Drider": {
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"content": [
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"*Large monstrosity, chaotic evil*",
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"**Armor Class** 19 (natural armor)",
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"**Hit Points** 123 (13d10 + 52)",
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"**Speed** 30 ft., climb 30 ft.",
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{
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"table": {
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"STR": [
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"16 (+3)"
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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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"18 (+4)"
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],
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"INT": [
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"13 (+1)"
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],
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"WIS": [
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"14 (+2)"
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],
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"CHA": [
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"12 (+1)"
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]
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}
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},
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"**Skills** Perception +5, Stealth +9",
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"**Senses** darkvision 120 ft., passive Perception 15",
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"**Languages** Elvish, Undercommon",
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"**Challenge** 6 (2,300 XP)",
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"***Fey Ancestry.*** The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.",
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"***Innate Spellcasting.*** The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:",
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"At will: *dancing lights* 1/day each: *darkness*, *faerie fire*",
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"***Spider Climb.*** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.",
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"***Sunlight Sensitivity.*** While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
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"***Web Walker.*** The drider ignores movement restrictions caused by webbing.",
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"**Actions**",
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"***Multiattack.*** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.",
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"***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage.",
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"***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
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"***Longbow.** Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage."
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]
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},
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"Dryad": {
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"content": [
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"*Medium fey, neutral*",
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"**Armor Class** 11 (16 with *barkskin*)",
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"**Hit Points** 22 (5d8)",
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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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"10 (+0)"
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],
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"DEX": [
|
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"12 (+1)"
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],
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"CON": [
|
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"11 (+0)"
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],
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"INT": [
|
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"14 (+2)"
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],
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"WIS": [
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"15 (+2)"
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],
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"CHA": [
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"18 (+4)"
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]
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}
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},
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"**Skills** Perception +4, Stealth +5",
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"**Senses** darkvision 60 ft., passive Perception 14",
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"**Languages** Elvish, Sylvan",
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"**Challenge** 1 (200 XP)",
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"***Innate Spellcasting.*** The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:",
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"At will: *druidcraft* 3/day each: *entangle*, *goodberry* 1/day each: *barkskin*, *pass without trace*, *shillelagh*",
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"***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects.",
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"***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language.",
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"***Tree Stride.*** Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.",
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"**Actions**",
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"***Club.** Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with *shillelagh*.",
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"***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.",
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"Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.",
|
||||
"The dryad can have no more than one humanoid and up to three beasts charmed at a time."
|
||||
]
|
||||
},
|
||||
"Duergar": {
|
||||
"content": [
|
||||
"*Medium humanoid (dwarf), lawful evil*",
|
||||
"**Armor Class** 16 (scale mail, shield)",
|
||||
"**Hit Points** 26 (4d8 + 8)",
|
||||
"**Speed** 25 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"DEX": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"CON": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"INT": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"WIS": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"CHA": [
|
||||
"9 (−1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Damage Resistances** poison",
|
||||
"**Senses** darkvision 120 ft., passive Perception 10",
|
||||
"**Languages** Dwarvish, Undercommon",
|
||||
"**Challenge** 1 (200 XP)",
|
||||
"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.",
|
||||
"***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
|
||||
"**Actions**",
|
||||
"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.",
|
||||
"***War Pick.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.",
|
||||
"***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.",
|
||||
"***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it."
|
||||
]
|
||||
}
|
||||
},
|
||||
"Dragon Turtle": {
|
||||
"content": [
|
||||
"*Gargantuan dragon, neutral*",
|
||||
"**Armor Class** 20 (natural armor)",
|
||||
"**Hit Points** 341 (22d20 + 110)",
|
||||
"**Speed** 20 ft., swim 40 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"25 (+7)"
|
||||
],
|
||||
"DEX": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"CON": [
|
||||
"20 (+5)"
|
||||
],
|
||||
"INT": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"WIS": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CHA": [
|
||||
"12 (+1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Saving Throws** Dex +6, Con +11, Wis +7",
|
||||
"**Damage Resistances** fire",
|
||||
"**Senses** darkvision 120 ft., passive Perception 11",
|
||||
"**Languages** Aquan, Draconic",
|
||||
"**Challenge** 17 (18,000 XP)",
|
||||
"***Amphibious.*** The dragon turtle can breathe air and water.",
|
||||
"***Actions***",
|
||||
"***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.",
|
||||
"***Bite.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) piercing damage.",
|
||||
"***Claw.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage.",
|
||||
"***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.",
|
||||
"***Steam Breath (Recharge 5–6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage."
|
||||
]
|
||||
},
|
||||
"Drider": {
|
||||
"content": [
|
||||
"*Large monstrosity, chaotic evil*",
|
||||
"**Armor Class** 19 (natural armor)",
|
||||
"**Hit Points** 123 (13d10 + 52)",
|
||||
"**Speed** 30 ft., climb 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"16 (+3)"
|
||||
],
|
||||
"DEX": [
|
||||
"16 (+3)"
|
||||
],
|
||||
"CON": [
|
||||
"18 (+4)"
|
||||
],
|
||||
"INT": [
|
||||
"13 (+1)"
|
||||
],
|
||||
"WIS": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"CHA": [
|
||||
"12 (+1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Skills** Perception +5, Stealth +9",
|
||||
"**Senses** darkvision 120 ft., passive Perception 15",
|
||||
"**Languages** Elvish, Undercommon",
|
||||
"**Challenge** 6 (2,300 XP)",
|
||||
"***Fey Ancestry.*** The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.",
|
||||
"***Innate Spellcasting.*** The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:",
|
||||
"At will: *dancing lights* 1/day each: *darkness*, *faerie fire*",
|
||||
"***Spider Climb.*** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.",
|
||||
"***Sunlight Sensitivity.*** While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
|
||||
"***Web Walker.*** The drider ignores movement restrictions caused by webbing.",
|
||||
"**Actions**",
|
||||
"***Multiattack.*** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.",
|
||||
"***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage.",
|
||||
"***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
|
||||
"***Longbow.** Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage."
|
||||
]
|
||||
},
|
||||
"Dryad": {
|
||||
"content": [
|
||||
"*Medium fey, neutral*",
|
||||
"**Armor Class** 11 (16 with *barkskin*)",
|
||||
"**Hit Points** 22 (5d8)",
|
||||
"**Speed** 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"DEX": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CON": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"INT": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"WIS": [
|
||||
"15 (+2)"
|
||||
],
|
||||
"CHA": [
|
||||
"18 (+4)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Skills** Perception +4, Stealth +5",
|
||||
"**Senses** darkvision 60 ft., passive Perception 14",
|
||||
"**Languages** Elvish, Sylvan",
|
||||
"**Challenge** 1 (200 XP)",
|
||||
"***Innate Spellcasting.*** The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:",
|
||||
"At will: *druidcraft* 3/day each: *entangle*, *goodberry* 1/day each: *barkskin*, *pass without trace*, *shillelagh*",
|
||||
"***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects.",
|
||||
"***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language.",
|
||||
"***Tree Stride.*** Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.",
|
||||
"**Actions**",
|
||||
"***Club.** Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with *shillelagh*.",
|
||||
"***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.",
|
||||
"Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.",
|
||||
"The dryad can have no more than one humanoid and up to three beasts charmed at a time."
|
||||
]
|
||||
},
|
||||
"Duergar": {
|
||||
"content": [
|
||||
"*Medium humanoid (dwarf), lawful evil*",
|
||||
"**Armor Class** 16 (scale mail, shield)",
|
||||
"**Hit Points** 26 (4d8 + 8)",
|
||||
"**Speed** 25 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"DEX": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"CON": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"INT": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"WIS": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"CHA": [
|
||||
"9 (−1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Damage Resistances** poison",
|
||||
"**Senses** darkvision 120 ft., passive Perception 10",
|
||||
"**Languages** Dwarvish, Undercommon",
|
||||
"**Challenge** 1 (200 XP)",
|
||||
"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.",
|
||||
"***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
|
||||
"**Actions**",
|
||||
"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.",
|
||||
"***War Pick.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.",
|
||||
"***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.",
|
||||
"***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it."
|
||||
]
|
||||
}
|
||||
},
|
||||
"Monsters (E)": {
|
||||
|
@ -29574,8 +29574,8 @@
|
|||
"**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.*",
|
||||
"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.",
|
||||
|
|
194
5esrd.md
194
5esrd.md
|
@ -15586,9 +15586,9 @@ The aboleth can take 3 legendary actions, choosing from the options below. Only
|
|||
|
||||
**Psychic Drain (Costs 2 Actions).** One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
|
||||
|
||||
### Angels
|
||||
#### Angels
|
||||
|
||||
#### Deva
|
||||
##### Deva
|
||||
|
||||
*Medium celestial, lawful good*
|
||||
|
||||
|
@ -15637,7 +15637,7 @@ At will: *detect evil and good*
|
|||
|
||||
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
|
||||
|
||||
#### Planetar
|
||||
##### Planetar
|
||||
|
||||
*Large celestial, lawful good*
|
||||
|
||||
|
@ -15685,7 +15685,7 @@ At will: *detect evil and good*, *invisibility* (self only)
|
|||
|
||||
***Healing Touch (4/Day).*** The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
|
||||
|
||||
#### Solar
|
||||
##### Solar
|
||||
|
||||
*Large celestial, lawful good*
|
||||
|
||||
|
@ -15749,9 +15749,9 @@ The solar can take 3 legendary actions, choosing from the options below. Only on
|
|||
|
||||
**Blinding Gaze (Costs 3 Actions).** The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the *lesser restoration* spell removes the blindness.
|
||||
|
||||
### Animated Objects
|
||||
#### Animated Objects
|
||||
|
||||
#### Animated Armor
|
||||
##### Animated Armor
|
||||
|
||||
*Medium construct, unaligned*
|
||||
|
||||
|
@ -15787,7 +15787,7 @@ Constitution saving throw against the caster’s spell save DC or fall unconscio
|
|||
|
||||
***Slam.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage.
|
||||
|
||||
#### Flying Sword
|
||||
##### Flying Sword
|
||||
|
||||
*Small construct, unaligned*
|
||||
|
||||
|
@ -15821,7 +15821,7 @@ Constitution saving throw against the caster’s spell save DC or fall unconscio
|
|||
|
||||
***Longsword.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage.
|
||||
|
||||
#### Rug of Smothering
|
||||
##### Rug of Smothering
|
||||
|
||||
*Large construct, unaligned*
|
||||
|
||||
|
@ -16312,9 +16312,9 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check
|
|||
|
||||
***Darkness Aura (1/Day).*** A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
|
||||
|
||||
### Demons
|
||||
#### Demons
|
||||
|
||||
#### Balor
|
||||
##### Balor
|
||||
|
||||
*Huge fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -16360,7 +16360,7 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check
|
|||
|
||||
***Teleport.*** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
|
||||
|
||||
#### Dretch
|
||||
##### Dretch
|
||||
|
||||
*Small fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -16396,7 +16396,7 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check
|
|||
|
||||
***Fetid Cloud (1/Day).*** A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.
|
||||
|
||||
#### Glabrezu
|
||||
##### Glabrezu
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -16439,7 +16439,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Fist.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) bludgeoning damage.
|
||||
|
||||
#### Hezrou
|
||||
##### Hezrou
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -16479,7 +16479,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
|
||||
|
||||
#### Marilith
|
||||
##### Marilith
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -16527,7 +16527,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Parry.*** The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
|
||||
|
||||
#### Nalfeshnee
|
||||
##### Nalfeshnee
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -16569,7 +16569,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Teleport.*** The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
|
||||
|
||||
#### Quasit
|
||||
##### Quasit
|
||||
|
||||
*Tiny fiend (demon, shapechanger), chaotic evil*
|
||||
|
||||
|
@ -16609,7 +16609,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Invisibility.*** The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
|
||||
|
||||
#### Vrock
|
||||
##### Vrock
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -16651,9 +16651,9 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Stunning Screech (1/Day).*** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock’s next turn.
|
||||
|
||||
### Devils
|
||||
#### Devils
|
||||
|
||||
#### Barbed Devil
|
||||
##### Barbed Devil
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -16699,7 +16699,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Hurl Flame.** Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
|
||||
|
||||
#### Bearded Devil
|
||||
##### Bearded Devil
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -16741,7 +16741,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Glaive.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
|
||||
|
||||
#### Bone Devil
|
||||
##### Bone Devil
|
||||
|
||||
*Large fiend (devil), lawful evil*
|
||||
|
||||
|
@ -16783,7 +16783,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Sting.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
#### Chain Devil
|
||||
##### Chain Devil
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -16829,7 +16829,7 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci
|
|||
|
||||
***Unnerving Mask.*** When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
|
||||
|
||||
#### Erinyes
|
||||
##### Erinyes
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -16873,7 +16873,7 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci
|
|||
|
||||
***Parry.*** The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
|
||||
|
||||
#### Horned Devil
|
||||
##### Horned Devil
|
||||
|
||||
*Large fiend (devil), lawful evil*
|
||||
|
||||
|
@ -16915,7 +16915,7 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci
|
|||
|
||||
***Hurl Flame.** Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit:* 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
|
||||
|
||||
#### Ice Devil
|
||||
##### Ice Devil
|
||||
|
||||
*Large fiend (devil), lawful evil*
|
||||
|
||||
|
@ -16945,7 +16945,7 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci
|
|||
|
||||
***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.
|
||||
|
||||
#### Imp
|
||||
##### Imp
|
||||
|
||||
*Tiny fiend (devil, shapechanger), lawful evil*
|
||||
|
||||
|
@ -17004,7 +17004,7 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal
|
|||
|
||||
***Invisibility.*** The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
|
||||
|
||||
#### Lemure
|
||||
##### Lemure
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -17038,7 +17038,7 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal
|
|||
|
||||
***Fist.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
|
||||
|
||||
#### Pit Fiend
|
||||
##### Pit Fiend
|
||||
|
||||
*Large fiend (devil), lawful evil*
|
||||
|
||||
|
@ -17089,9 +17089,9 @@ At will: *detect magic*, *fireball*
|
|||
|
||||
***Tail.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10 + 8) bludgeoning damage.
|
||||
|
||||
### Dinosaurs
|
||||
#### Dinosaurs
|
||||
|
||||
#### Plesiosaurus
|
||||
##### Plesiosaurus
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
|
@ -17119,7 +17119,7 @@ At will: *detect magic*, *fireball*
|
|||
|
||||
***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6 + 4) piercing damage.
|
||||
|
||||
#### Triceratops
|
||||
##### Triceratops
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
|
@ -17149,7 +17149,7 @@ If the target is prone, the triceratops can make one stomp attack against it as
|
|||
|
||||
***Stomp.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10 + 6) bludgeoning damage.
|
||||
|
||||
#### Tyrannosaurus Rex
|
||||
##### Tyrannosaurus Rex
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
|
@ -17217,11 +17217,11 @@ If the target is prone, the triceratops can make one stomp attack against it as
|
|||
|
||||
***Read Thoughts.*** The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
|
||||
|
||||
### Dragons, Chromatic
|
||||
#### Dragons, Chromatic
|
||||
|
||||
#### Black Dragon
|
||||
##### Black Dragon
|
||||
|
||||
##### Ancient Black Dragon
|
||||
###### Ancient Black Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic evil*
|
||||
|
||||
|
@ -17275,7 +17275,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Black Dragon
|
||||
###### Adult Black Dragon
|
||||
|
||||
*Huge dragon, chaotic evil*
|
||||
|
||||
|
@ -17329,7 +17329,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Black Dragon
|
||||
###### Young Black Dragon
|
||||
|
||||
*Large dragon, chaotic evil*
|
||||
|
||||
|
@ -17367,7 +17367,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### Black Dragon Wyrmling
|
||||
###### Black Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic evil*
|
||||
|
||||
|
@ -17401,9 +17401,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### Blue Dragon
|
||||
##### Blue Dragon
|
||||
|
||||
##### Ancient Blue Dragon
|
||||
###### Ancient Blue Dragon
|
||||
|
||||
*Gargantuan dragon, lawful evil*
|
||||
|
||||
|
@ -17455,7 +17455,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Blue Dragon
|
||||
###### Adult Blue Dragon
|
||||
|
||||
*Huge dragon, lawful evil*
|
||||
|
||||
|
@ -17507,7 +17507,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Blue Dragon
|
||||
###### Young Blue Dragon
|
||||
|
||||
*Large dragon, lawful evil*
|
||||
|
||||
|
@ -17543,7 +17543,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### Blue Dragon Wyrmling
|
||||
###### Blue Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful evil*
|
||||
|
||||
|
@ -17575,9 +17575,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### Green Dragon
|
||||
##### Green Dragon
|
||||
|
||||
##### Ancient Green Dragon
|
||||
###### Ancient Green Dragon
|
||||
|
||||
*Gargantuan dragon, lawful evil*
|
||||
|
||||
|
@ -17633,7 +17633,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Green Dragon
|
||||
###### Adult Green Dragon
|
||||
|
||||
*Huge dragon, lawful evil*
|
||||
|
||||
|
@ -17689,7 +17689,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Green Dragon
|
||||
###### Young Green Dragon
|
||||
|
||||
*Large dragon, lawful evil*
|
||||
|
||||
|
@ -17729,7 +17729,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### Green Dragon Wyrmling
|
||||
###### Green Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful evil*
|
||||
|
||||
|
@ -17765,9 +17765,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### Red Dragon
|
||||
##### Red Dragon
|
||||
|
||||
##### Ancient Red Dragon
|
||||
###### Ancient Red Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic evil*
|
||||
|
||||
|
@ -17819,7 +17819,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Red Dragon
|
||||
###### Adult Red Dragon
|
||||
|
||||
*Huge dragon, chaotic evil*
|
||||
|
||||
|
@ -17871,7 +17871,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Red Dragon
|
||||
###### Young Red Dragon
|
||||
|
||||
*Large dragon, chaotic evil*
|
||||
|
||||
|
@ -17907,7 +17907,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### Red Dragon Wyrmling
|
||||
###### Red Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic evil*
|
||||
|
||||
|
@ -17939,9 +17939,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### White Dragon
|
||||
##### White Dragon
|
||||
|
||||
##### Ancient White Dragon
|
||||
###### Ancient White Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic evil*
|
||||
|
||||
|
@ -17995,7 +17995,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult White Dragon
|
||||
###### Adult White Dragon
|
||||
|
||||
*Huge dragon, chaotic evil*
|
||||
|
||||
|
@ -18050,7 +18050,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
|
||||
##### Young White Dragon
|
||||
###### Young White Dragon
|
||||
|
||||
*Large dragon, chaotic evil*
|
||||
|
||||
|
@ -18088,7 +18088,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### White Dragon Wyrmling
|
||||
###### White Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic evil*
|
||||
|
||||
|
@ -18120,11 +18120,11 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
### Dragons, Metallic
|
||||
#### Dragons, Metallic
|
||||
|
||||
#### Brass Dragon
|
||||
##### Brass Dragon
|
||||
|
||||
##### Ancient Brass Dragon
|
||||
###### Ancient Brass Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic good*
|
||||
|
||||
|
@ -18184,7 +18184,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Brass Dragon
|
||||
###### Adult Brass Dragon
|
||||
|
||||
*Huge dragon, chaotic good*
|
||||
|
||||
|
@ -18240,7 +18240,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Brass Dragon
|
||||
###### Young Brass Dragon
|
||||
|
||||
*Large dragon, chaotic good*
|
||||
|
||||
|
@ -18280,7 +18280,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
|
||||
|
||||
##### Brass Dragon Wyrmling
|
||||
###### Brass Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic good*
|
||||
|
||||
|
@ -18316,9 +18316,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
|
||||
|
||||
#### Bronze Dragon
|
||||
##### Bronze Dragon
|
||||
|
||||
##### Ancient Bronze Dragon
|
||||
###### Ancient Bronze Dragon
|
||||
|
||||
*Gargantuan dragon, lawful good*
|
||||
|
||||
|
@ -18380,7 +18380,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Bronze Dragon
|
||||
###### Adult Bronze Dragon
|
||||
|
||||
*Huge dragon, lawful good*
|
||||
|
||||
|
@ -18442,7 +18442,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Bronze Dragon
|
||||
###### Young Bronze Dragon
|
||||
|
||||
*Large dragon, lawful good*
|
||||
|
||||
|
@ -18484,7 +18484,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
|
||||
|
||||
##### Bronze Dragon Wyrmling
|
||||
###### Bronze Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful good*
|
||||
|
||||
|
@ -18522,9 +18522,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
|
||||
|
||||
#### Copper Dragon
|
||||
##### Copper Dragon
|
||||
|
||||
##### Ancient Copper Dragon
|
||||
###### Ancient Copper Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic good*
|
||||
|
||||
|
@ -18584,7 +18584,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Copper Dragon
|
||||
###### Adult Copper Dragon
|
||||
|
||||
*Huge dragon, chaotic good*
|
||||
|
||||
|
@ -18640,7 +18640,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Copper Dragon
|
||||
###### Young Copper Dragon
|
||||
|
||||
*Large dragon, chaotic good*
|
||||
|
||||
|
@ -18680,7 +18680,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
|
||||
|
||||
##### Copper Dragon Wyrmling
|
||||
###### Copper Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic good*
|
||||
|
||||
|
@ -18716,9 +18716,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
|
||||
|
||||
#### Gold Dragon
|
||||
##### Gold Dragon
|
||||
|
||||
##### Ancient Gold Dragon
|
||||
###### Ancient Gold Dragon
|
||||
|
||||
*Gargantuan dragon, lawful good*
|
||||
|
||||
|
@ -18780,7 +18780,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Gold Dragon
|
||||
###### Adult Gold Dragon
|
||||
|
||||
*Huge dragon, lawful good*
|
||||
|
||||
|
@ -18842,7 +18842,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Gold Dragon
|
||||
###### Young Gold Dragon
|
||||
|
||||
*Large dragon, lawful good*
|
||||
|
||||
|
@ -18884,7 +18884,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
##### Gold Dragon Wyrmling
|
||||
###### Gold Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful good*
|
||||
|
||||
|
@ -18922,9 +18922,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
#### Silver Dragon
|
||||
##### Silver Dragon
|
||||
|
||||
##### Ancient Silver Dragon
|
||||
###### Ancient Silver Dragon
|
||||
|
||||
*Gargantuan dragon, lawful good*
|
||||
|
||||
|
@ -18984,7 +18984,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Silver Dragon
|
||||
###### Adult Silver Dragon
|
||||
|
||||
*Huge dragon, lawful good*
|
||||
|
||||
|
@ -19044,7 +19044,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Silver Dragon
|
||||
###### Young Silver Dragon
|
||||
|
||||
*Large dragon, lawful good*
|
||||
|
||||
|
@ -19084,7 +19084,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
##### Silver Dragon Wyrmling
|
||||
###### Silver Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful good*
|
||||
|
||||
|
@ -19554,9 +19554,9 @@ At will: *dancing lights*
|
|||
Monsters (F)
|
||||
------------
|
||||
|
||||
### Fungi
|
||||
#### Fungi
|
||||
|
||||
#### Shrieker
|
||||
##### Shrieker
|
||||
|
||||
*Medium plant, unaligned*
|
||||
|
||||
|
@ -19584,7 +19584,7 @@ Monsters (F)
|
|||
|
||||
***Shriek.*** When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
|
||||
|
||||
#### Violet Fungus
|
||||
##### Violet Fungus
|
||||
|
||||
*Medium plant, unaligned*
|
||||
|
||||
|
@ -23375,9 +23375,9 @@ The unicorn can take 3 legendary actions, choosing from the options below. Only
|
|||
Monsters (V)
|
||||
------------
|
||||
|
||||
### Vampires
|
||||
#### Vampires
|
||||
|
||||
#### Vampire
|
||||
##### Vampire
|
||||
|
||||
*Medium undead (shapechanger), lawful evil*
|
||||
|
||||
|
@ -23453,7 +23453,7 @@ The vampire can take 3 legendary actions, choosing from the options below. Only
|
|||
|
||||
**Bite (Costs 2 Actions).** The vampire makes one bite attack.
|
||||
|
||||
#### Vampire Spawn
|
||||
##### Vampire Spawn
|
||||
|
||||
*Medium undead, neutral evil*
|
||||
|
||||
|
@ -23698,9 +23698,9 @@ Monsters (X)
|
|||
Monsters (Z)
|
||||
------------
|
||||
|
||||
### Zombies
|
||||
#### Zombies
|
||||
|
||||
#### Zombie
|
||||
##### Zombie
|
||||
|
||||
*Medium undead, neutral evil*
|
||||
|
||||
|
@ -23732,7 +23732,7 @@ Monsters (Z)
|
|||
|
||||
***Slam.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.
|
||||
|
||||
#### Ogre Zombie
|
||||
##### Ogre Zombie
|
||||
|
||||
*Large undead, neutral evil*
|
||||
|
||||
|
@ -26950,17 +26950,17 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
|
|||
***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*
|
||||
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*\*
|
||||
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*\*
|
||||
8th level (1 slot): *mind blank*
|
||||
9th level (1 slot): *time stop*
|
||||
|
||||
\**The archmage casts these spells on itself before combat.*
|
||||
*The archmage casts these spells on itself before combat.*
|
||||
|
||||
**Actions**
|
||||
|
||||
|
|
File diff suppressed because one or more lines are too long
|
@ -94,7 +94,7 @@
|
|||
"***Age.*** Humans reach adulthood in their late teens and live less than a century.",
|
||||
"***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.",
|
||||
"***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.",
|
||||
"***Speed.*** Your base walking speed is 30 feet.",
|
||||
"***Speed.*** Your base walking speed is 30 feet.",
|
||||
"***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on."
|
||||
]
|
||||
}
|
||||
|
|
|
@ -692,84 +692,84 @@
|
|||
"***Actions***",
|
||||
"***Smother.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6 + 3) bludgeoning damage."
|
||||
]
|
||||
},
|
||||
"Ankheg": {
|
||||
"content": [
|
||||
"*Large monstrosity, unaligned*",
|
||||
"**Armor Class** 14 (natural armor), 11 while prone",
|
||||
"**Hit Points** 39 (6d10 + 6)",
|
||||
"**Speed** 30 ft., burrow 10 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"17 (+3)"
|
||||
],
|
||||
"DEX": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"CON": [
|
||||
"13 (+1)"
|
||||
],
|
||||
"INT": [
|
||||
"1 (−5)"
|
||||
],
|
||||
"WIS": [
|
||||
"13 (+1)"
|
||||
],
|
||||
"CHA": [
|
||||
"6 (−2)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
|
||||
"**Languages** —",
|
||||
"**Challenge** 2 (450 XP)",
|
||||
"**Actions**",
|
||||
"***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.",
|
||||
"***Acid Spray (Recharge 6).*** The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one."
|
||||
]
|
||||
},
|
||||
"Azer": {
|
||||
"content": [
|
||||
"*Medium elemental, lawful neutral*",
|
||||
"**Armor Class** 17 (natural armor, shield)",
|
||||
"**Hit Points** 39 (6d8 + 12)",
|
||||
"**Speed** 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"17 (+3)"
|
||||
],
|
||||
"DEX": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CON": [
|
||||
"15 (+2)"
|
||||
],
|
||||
"INT": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"WIS": [
|
||||
"13 (+1)"
|
||||
],
|
||||
"CHA": [
|
||||
"10 (+0)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Saving Throws** Con +4",
|
||||
"**Damage Immunities** fire, poison",
|
||||
"**Condition Immunities** poisoned",
|
||||
"**Senses** passive Perception 11",
|
||||
"**Languages** Ignan",
|
||||
"**Challenge** 2 (450 XP)",
|
||||
"***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.",
|
||||
"***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).",
|
||||
"***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.",
|
||||
"**Actions**",
|
||||
"***Warhammer.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage."
|
||||
]
|
||||
}
|
||||
},
|
||||
"Ankheg": {
|
||||
"content": [
|
||||
"*Large monstrosity, unaligned*",
|
||||
"**Armor Class** 14 (natural armor), 11 while prone",
|
||||
"**Hit Points** 39 (6d10 + 6)",
|
||||
"**Speed** 30 ft., burrow 10 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"17 (+3)"
|
||||
],
|
||||
"DEX": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"CON": [
|
||||
"13 (+1)"
|
||||
],
|
||||
"INT": [
|
||||
"1 (−5)"
|
||||
],
|
||||
"WIS": [
|
||||
"13 (+1)"
|
||||
],
|
||||
"CHA": [
|
||||
"6 (−2)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11",
|
||||
"**Languages** —",
|
||||
"**Challenge** 2 (450 XP)",
|
||||
"**Actions**",
|
||||
"***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.",
|
||||
"***Acid Spray (Recharge 6).*** The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one."
|
||||
]
|
||||
},
|
||||
"Azer": {
|
||||
"content": [
|
||||
"*Medium elemental, lawful neutral*",
|
||||
"**Armor Class** 17 (natural armor, shield)",
|
||||
"**Hit Points** 39 (6d8 + 12)",
|
||||
"**Speed** 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"17 (+3)"
|
||||
],
|
||||
"DEX": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CON": [
|
||||
"15 (+2)"
|
||||
],
|
||||
"INT": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"WIS": [
|
||||
"13 (+1)"
|
||||
],
|
||||
"CHA": [
|
||||
"10 (+0)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Saving Throws** Con +4",
|
||||
"**Damage Immunities** fire, poison",
|
||||
"**Condition Immunities** poisoned",
|
||||
"**Senses** passive Perception 11",
|
||||
"**Languages** Ignan",
|
||||
"**Challenge** 2 (450 XP)",
|
||||
"***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.",
|
||||
"***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).",
|
||||
"***Illumination.*** The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.",
|
||||
"**Actions**",
|
||||
"***Warhammer.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage."
|
||||
]
|
||||
}
|
||||
},
|
||||
"Monsters (B)": {
|
||||
|
@ -2138,50 +2138,50 @@
|
|||
"***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target.",
|
||||
"***Tail.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage."
|
||||
]
|
||||
},
|
||||
"Doppelganger": {
|
||||
"content": [
|
||||
"*Medium monstrosity (shapechanger), neutral*",
|
||||
"**Armor Class** 14",
|
||||
"**Hit Points** 52 (8d8 + 16)",
|
||||
"**Speed** 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"DEX": [
|
||||
"18 (+4)"
|
||||
],
|
||||
"CON": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"INT": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"WIS": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CHA": [
|
||||
"14 (+2)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Skills** Deception +6, Insight +3",
|
||||
"**Condition Immunities** charmed",
|
||||
"**Senses** darkvision 60 ft., passive Perception 11",
|
||||
"**Languages** Common",
|
||||
"**Challenge** 3 (700 XP)",
|
||||
"***Shapechanger.*** The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.",
|
||||
"***Ambusher.*** The doppelganger has advantage on attack rolls against any creature it has surprised.",
|
||||
"***Surprise Attack.*** If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.",
|
||||
"**Actions**",
|
||||
"***Multiattack.*** The doppelganger makes two melee attacks.",
|
||||
"***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage.",
|
||||
"***Read Thoughts.*** The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target."
|
||||
]
|
||||
}
|
||||
},
|
||||
"Doppelganger": {
|
||||
"content": [
|
||||
"*Medium monstrosity (shapechanger), neutral*",
|
||||
"**Armor Class** 14",
|
||||
"**Hit Points** 52 (8d8 + 16)",
|
||||
"**Speed** 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"DEX": [
|
||||
"18 (+4)"
|
||||
],
|
||||
"CON": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"INT": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"WIS": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CHA": [
|
||||
"14 (+2)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Skills** Deception +6, Insight +3",
|
||||
"**Condition Immunities** charmed",
|
||||
"**Senses** darkvision 60 ft., passive Perception 11",
|
||||
"**Languages** Common",
|
||||
"**Challenge** 3 (700 XP)",
|
||||
"***Shapechanger.*** The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.",
|
||||
"***Ambusher.*** The doppelganger has advantage on attack rolls against any creature it has surprised.",
|
||||
"***Surprise Attack.*** If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.",
|
||||
"**Actions**",
|
||||
"***Multiattack.*** The doppelganger makes two melee attacks.",
|
||||
"***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage.",
|
||||
"***Read Thoughts.*** The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target."
|
||||
]
|
||||
},
|
||||
"Dragons, Chromatic": {
|
||||
"Black Dragon": {
|
||||
"Ancient Black Dragon": {
|
||||
|
@ -4063,179 +4063,179 @@
|
|||
"**Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
|
||||
]
|
||||
}
|
||||
},
|
||||
"Dragon Turtle": {
|
||||
"content": [
|
||||
"*Gargantuan dragon, neutral*",
|
||||
"**Armor Class** 20 (natural armor)",
|
||||
"**Hit Points** 341 (22d20 + 110)",
|
||||
"**Speed** 20 ft., swim 40 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"25 (+7)"
|
||||
],
|
||||
"DEX": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"CON": [
|
||||
"20 (+5)"
|
||||
],
|
||||
"INT": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"WIS": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CHA": [
|
||||
"12 (+1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Saving Throws** Dex +6, Con +11, Wis +7",
|
||||
"**Damage Resistances** fire",
|
||||
"**Senses** darkvision 120 ft., passive Perception 11",
|
||||
"**Languages** Aquan, Draconic",
|
||||
"**Challenge** 17 (18,000 XP)",
|
||||
"***Amphibious.*** The dragon turtle can breathe air and water.",
|
||||
"***Actions***",
|
||||
"***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.",
|
||||
"***Bite.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) piercing damage.",
|
||||
"***Claw.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage.",
|
||||
"***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.",
|
||||
"***Steam Breath (Recharge 5–6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage."
|
||||
]
|
||||
},
|
||||
"Drider": {
|
||||
"content": [
|
||||
"*Large monstrosity, chaotic evil*",
|
||||
"**Armor Class** 19 (natural armor)",
|
||||
"**Hit Points** 123 (13d10 + 52)",
|
||||
"**Speed** 30 ft., climb 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"16 (+3)"
|
||||
],
|
||||
"DEX": [
|
||||
"16 (+3)"
|
||||
],
|
||||
"CON": [
|
||||
"18 (+4)"
|
||||
],
|
||||
"INT": [
|
||||
"13 (+1)"
|
||||
],
|
||||
"WIS": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"CHA": [
|
||||
"12 (+1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Skills** Perception +5, Stealth +9",
|
||||
"**Senses** darkvision 120 ft., passive Perception 15",
|
||||
"**Languages** Elvish, Undercommon",
|
||||
"**Challenge** 6 (2,300 XP)",
|
||||
"***Fey Ancestry.*** The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.",
|
||||
"***Innate Spellcasting.*** The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:",
|
||||
"At will: *dancing lights* 1/day each: *darkness*, *faerie fire*",
|
||||
"***Spider Climb.*** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.",
|
||||
"***Sunlight Sensitivity.*** While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
|
||||
"***Web Walker.*** The drider ignores movement restrictions caused by webbing.",
|
||||
"**Actions**",
|
||||
"***Multiattack.*** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.",
|
||||
"***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage.",
|
||||
"***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
|
||||
"***Longbow.** Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage."
|
||||
]
|
||||
},
|
||||
"Dryad": {
|
||||
"content": [
|
||||
"*Medium fey, neutral*",
|
||||
"**Armor Class** 11 (16 with *barkskin*)",
|
||||
"**Hit Points** 22 (5d8)",
|
||||
"**Speed** 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"DEX": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CON": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"INT": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"WIS": [
|
||||
"15 (+2)"
|
||||
],
|
||||
"CHA": [
|
||||
"18 (+4)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Skills** Perception +4, Stealth +5",
|
||||
"**Senses** darkvision 60 ft., passive Perception 14",
|
||||
"**Languages** Elvish, Sylvan",
|
||||
"**Challenge** 1 (200 XP)",
|
||||
"***Innate Spellcasting.*** The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:",
|
||||
"At will: *druidcraft* 3/day each: *entangle*, *goodberry* 1/day each: *barkskin*, *pass without trace*, *shillelagh*",
|
||||
"***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects.",
|
||||
"***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language.",
|
||||
"***Tree Stride.*** Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.",
|
||||
"**Actions**",
|
||||
"***Club.** Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with *shillelagh*.",
|
||||
"***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.",
|
||||
"Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.",
|
||||
"The dryad can have no more than one humanoid and up to three beasts charmed at a time."
|
||||
]
|
||||
},
|
||||
"Duergar": {
|
||||
"content": [
|
||||
"*Medium humanoid (dwarf), lawful evil*",
|
||||
"**Armor Class** 16 (scale mail, shield)",
|
||||
"**Hit Points** 26 (4d8 + 8)",
|
||||
"**Speed** 25 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"DEX": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"CON": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"INT": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"WIS": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"CHA": [
|
||||
"9 (−1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Damage Resistances** poison",
|
||||
"**Senses** darkvision 120 ft., passive Perception 10",
|
||||
"**Languages** Dwarvish, Undercommon",
|
||||
"**Challenge** 1 (200 XP)",
|
||||
"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.",
|
||||
"***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
|
||||
"**Actions**",
|
||||
"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.",
|
||||
"***War Pick.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.",
|
||||
"***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.",
|
||||
"***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it."
|
||||
]
|
||||
}
|
||||
},
|
||||
"Dragon Turtle": {
|
||||
"content": [
|
||||
"*Gargantuan dragon, neutral*",
|
||||
"**Armor Class** 20 (natural armor)",
|
||||
"**Hit Points** 341 (22d20 + 110)",
|
||||
"**Speed** 20 ft., swim 40 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"25 (+7)"
|
||||
],
|
||||
"DEX": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"CON": [
|
||||
"20 (+5)"
|
||||
],
|
||||
"INT": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"WIS": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CHA": [
|
||||
"12 (+1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Saving Throws** Dex +6, Con +11, Wis +7",
|
||||
"**Damage Resistances** fire",
|
||||
"**Senses** darkvision 120 ft., passive Perception 11",
|
||||
"**Languages** Aquan, Draconic",
|
||||
"**Challenge** 17 (18,000 XP)",
|
||||
"***Amphibious.*** The dragon turtle can breathe air and water.",
|
||||
"***Actions***",
|
||||
"***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.",
|
||||
"***Bite.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) piercing damage.",
|
||||
"***Claw.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage.",
|
||||
"***Tail.** Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.",
|
||||
"***Steam Breath (Recharge 5–6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage."
|
||||
]
|
||||
},
|
||||
"Drider": {
|
||||
"content": [
|
||||
"*Large monstrosity, chaotic evil*",
|
||||
"**Armor Class** 19 (natural armor)",
|
||||
"**Hit Points** 123 (13d10 + 52)",
|
||||
"**Speed** 30 ft., climb 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"16 (+3)"
|
||||
],
|
||||
"DEX": [
|
||||
"16 (+3)"
|
||||
],
|
||||
"CON": [
|
||||
"18 (+4)"
|
||||
],
|
||||
"INT": [
|
||||
"13 (+1)"
|
||||
],
|
||||
"WIS": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"CHA": [
|
||||
"12 (+1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Skills** Perception +5, Stealth +9",
|
||||
"**Senses** darkvision 120 ft., passive Perception 15",
|
||||
"**Languages** Elvish, Undercommon",
|
||||
"**Challenge** 6 (2,300 XP)",
|
||||
"***Fey Ancestry.*** The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.",
|
||||
"***Innate Spellcasting.*** The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:",
|
||||
"At will: *dancing lights* 1/day each: *darkness*, *faerie fire*",
|
||||
"***Spider Climb.*** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.",
|
||||
"***Sunlight Sensitivity.*** While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
|
||||
"***Web Walker.*** The drider ignores movement restrictions caused by webbing.",
|
||||
"**Actions**",
|
||||
"***Multiattack.*** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.",
|
||||
"***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 2 (1d4) piercing damage plus 9 (2d8) poison damage.",
|
||||
"***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.",
|
||||
"***Longbow.** Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage."
|
||||
]
|
||||
},
|
||||
"Dryad": {
|
||||
"content": [
|
||||
"*Medium fey, neutral*",
|
||||
"**Armor Class** 11 (16 with *barkskin*)",
|
||||
"**Hit Points** 22 (5d8)",
|
||||
"**Speed** 30 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"DEX": [
|
||||
"12 (+1)"
|
||||
],
|
||||
"CON": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"INT": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"WIS": [
|
||||
"15 (+2)"
|
||||
],
|
||||
"CHA": [
|
||||
"18 (+4)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Skills** Perception +4, Stealth +5",
|
||||
"**Senses** darkvision 60 ft., passive Perception 14",
|
||||
"**Languages** Elvish, Sylvan",
|
||||
"**Challenge** 1 (200 XP)",
|
||||
"***Innate Spellcasting.*** The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:",
|
||||
"At will: *druidcraft* 3/day each: *entangle*, *goodberry* 1/day each: *barkskin*, *pass without trace*, *shillelagh*",
|
||||
"***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects.",
|
||||
"***Speak with Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language.",
|
||||
"***Tree Stride.*** Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.",
|
||||
"**Actions**",
|
||||
"***Club.** Melee Weapon Attack:* +2 to hit (+6 to hit with *shillelagh*), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with *shillelagh*.",
|
||||
"***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.",
|
||||
"Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.",
|
||||
"The dryad can have no more than one humanoid and up to three beasts charmed at a time."
|
||||
]
|
||||
},
|
||||
"Duergar": {
|
||||
"content": [
|
||||
"*Medium humanoid (dwarf), lawful evil*",
|
||||
"**Armor Class** 16 (scale mail, shield)",
|
||||
"**Hit Points** 26 (4d8 + 8)",
|
||||
"**Speed** 25 ft.",
|
||||
{
|
||||
"table": {
|
||||
"STR": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"DEX": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"CON": [
|
||||
"14 (+2)"
|
||||
],
|
||||
"INT": [
|
||||
"11 (+0)"
|
||||
],
|
||||
"WIS": [
|
||||
"10 (+0)"
|
||||
],
|
||||
"CHA": [
|
||||
"9 (−1)"
|
||||
]
|
||||
}
|
||||
},
|
||||
"**Damage Resistances** poison",
|
||||
"**Senses** darkvision 120 ft., passive Perception 10",
|
||||
"**Languages** Dwarvish, Undercommon",
|
||||
"**Challenge** 1 (200 XP)",
|
||||
"***Duergar Resilience.*** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.",
|
||||
"***Sunlight Sensitivity.*** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.",
|
||||
"**Actions**",
|
||||
"***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.",
|
||||
"***War Pick.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.",
|
||||
"***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.",
|
||||
"***Invisibility (Recharges after a Short or Long Rest).*** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it."
|
||||
]
|
||||
}
|
||||
},
|
||||
"Monsters (E)": {
|
||||
|
|
|
@ -83,8 +83,8 @@
|
|||
"**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.*",
|
||||
"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.",
|
||||
|
|
|
@ -423,9 +423,9 @@ The aboleth can take 3 legendary actions, choosing from the options below. Only
|
|||
|
||||
**Psychic Drain (Costs 2 Actions).** One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
|
||||
|
||||
### Angels
|
||||
#### Angels
|
||||
|
||||
#### Deva
|
||||
##### Deva
|
||||
|
||||
*Medium celestial, lawful good*
|
||||
|
||||
|
@ -474,7 +474,7 @@ At will: *detect evil and good*
|
|||
|
||||
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
|
||||
|
||||
#### Planetar
|
||||
##### Planetar
|
||||
|
||||
*Large celestial, lawful good*
|
||||
|
||||
|
@ -522,7 +522,7 @@ At will: *detect evil and good*, *invisibility* (self only)
|
|||
|
||||
***Healing Touch (4/Day).*** The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
|
||||
|
||||
#### Solar
|
||||
##### Solar
|
||||
|
||||
*Large celestial, lawful good*
|
||||
|
||||
|
@ -586,9 +586,9 @@ The solar can take 3 legendary actions, choosing from the options below. Only on
|
|||
|
||||
**Blinding Gaze (Costs 3 Actions).** The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the *lesser restoration* spell removes the blindness.
|
||||
|
||||
### Animated Objects
|
||||
#### Animated Objects
|
||||
|
||||
#### Animated Armor
|
||||
##### Animated Armor
|
||||
|
||||
*Medium construct, unaligned*
|
||||
|
||||
|
@ -624,7 +624,7 @@ Constitution saving throw against the caster’s spell save DC or fall unconscio
|
|||
|
||||
***Slam.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage.
|
||||
|
||||
#### Flying Sword
|
||||
##### Flying Sword
|
||||
|
||||
*Small construct, unaligned*
|
||||
|
||||
|
@ -658,7 +658,7 @@ Constitution saving throw against the caster’s spell save DC or fall unconscio
|
|||
|
||||
***Longsword.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage.
|
||||
|
||||
#### Rug of Smothering
|
||||
##### Rug of Smothering
|
||||
|
||||
*Large construct, unaligned*
|
||||
|
||||
|
@ -1149,9 +1149,9 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check
|
|||
|
||||
***Darkness Aura (1/Day).*** A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
|
||||
|
||||
### Demons
|
||||
#### Demons
|
||||
|
||||
#### Balor
|
||||
##### Balor
|
||||
|
||||
*Huge fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -1197,7 +1197,7 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check
|
|||
|
||||
***Teleport.*** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
|
||||
|
||||
#### Dretch
|
||||
##### Dretch
|
||||
|
||||
*Small fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -1233,7 +1233,7 @@ A creature can detach the darkmantle by making a successful DC 13 Strength check
|
|||
|
||||
***Fetid Cloud (1/Day).*** A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.
|
||||
|
||||
#### Glabrezu
|
||||
##### Glabrezu
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -1276,7 +1276,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Fist.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) bludgeoning damage.
|
||||
|
||||
#### Hezrou
|
||||
##### Hezrou
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -1316,7 +1316,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
|
||||
|
||||
#### Marilith
|
||||
##### Marilith
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -1364,7 +1364,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Parry.*** The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.
|
||||
|
||||
#### Nalfeshnee
|
||||
##### Nalfeshnee
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -1406,7 +1406,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Teleport.*** The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
|
||||
|
||||
#### Quasit
|
||||
##### Quasit
|
||||
|
||||
*Tiny fiend (demon, shapechanger), chaotic evil*
|
||||
|
||||
|
@ -1446,7 +1446,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Invisibility.*** The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
|
||||
|
||||
#### Vrock
|
||||
##### Vrock
|
||||
|
||||
*Large fiend (demon), chaotic evil*
|
||||
|
||||
|
@ -1488,9 +1488,9 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Stunning Screech (1/Day).*** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock’s next turn.
|
||||
|
||||
### Devils
|
||||
#### Devils
|
||||
|
||||
#### Barbed Devil
|
||||
##### Barbed Devil
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -1536,7 +1536,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Hurl Flame.** Ranged Spell Attack:* +5 to hit, range 150 ft., one target. *Hit:* 10 (3d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
|
||||
|
||||
#### Bearded Devil
|
||||
##### Bearded Devil
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -1578,7 +1578,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Glaive.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
|
||||
|
||||
#### Bone Devil
|
||||
##### Bone Devil
|
||||
|
||||
*Large fiend (devil), lawful evil*
|
||||
|
||||
|
@ -1620,7 +1620,7 @@ At will: *darkness*, *detect magic*, *dispel magic*
|
|||
|
||||
***Sting.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
#### Chain Devil
|
||||
##### Chain Devil
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -1666,7 +1666,7 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci
|
|||
|
||||
***Unnerving Mask.*** When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.
|
||||
|
||||
#### Erinyes
|
||||
##### Erinyes
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -1710,7 +1710,7 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci
|
|||
|
||||
***Parry.*** The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
|
||||
|
||||
#### Horned Devil
|
||||
##### Horned Devil
|
||||
|
||||
*Large fiend (devil), lawful evil*
|
||||
|
||||
|
@ -1752,7 +1752,7 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci
|
|||
|
||||
***Hurl Flame.** Ranged Spell Attack:* +7 to hit, range 150 ft., one target. *Hit:* 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
|
||||
|
||||
#### Ice Devil
|
||||
##### Ice Devil
|
||||
|
||||
*Large fiend (devil), lawful evil*
|
||||
|
||||
|
@ -1782,7 +1782,7 @@ Each animated chain is an object with AC 20, 20 hit points, resistance to pierci
|
|||
|
||||
***Devil’s Sight.*** Magical darkness doesn’t impede the devil’s darkvision.
|
||||
|
||||
#### Imp
|
||||
##### Imp
|
||||
|
||||
*Tiny fiend (devil, shapechanger), lawful evil*
|
||||
|
||||
|
@ -1841,7 +1841,7 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal
|
|||
|
||||
***Invisibility.*** The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
|
||||
|
||||
#### Lemure
|
||||
##### Lemure
|
||||
|
||||
*Medium fiend (devil), lawful evil*
|
||||
|
||||
|
@ -1875,7 +1875,7 @@ The wall lasts for 1 minute or until the devil is incapacitated or dies. The wal
|
|||
|
||||
***Fist.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
|
||||
|
||||
#### Pit Fiend
|
||||
##### Pit Fiend
|
||||
|
||||
*Large fiend (devil), lawful evil*
|
||||
|
||||
|
@ -1926,9 +1926,9 @@ At will: *detect magic*, *fireball*
|
|||
|
||||
***Tail.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10 + 8) bludgeoning damage.
|
||||
|
||||
### Dinosaurs
|
||||
#### Dinosaurs
|
||||
|
||||
#### Plesiosaurus
|
||||
##### Plesiosaurus
|
||||
|
||||
*Large beast, unaligned*
|
||||
|
||||
|
@ -1956,7 +1956,7 @@ At will: *detect magic*, *fireball*
|
|||
|
||||
***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6 + 4) piercing damage.
|
||||
|
||||
#### Triceratops
|
||||
##### Triceratops
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
|
@ -1986,7 +1986,7 @@ If the target is prone, the triceratops can make one stomp attack against it as
|
|||
|
||||
***Stomp.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10 + 6) bludgeoning damage.
|
||||
|
||||
#### Tyrannosaurus Rex
|
||||
##### Tyrannosaurus Rex
|
||||
|
||||
*Huge beast, unaligned*
|
||||
|
||||
|
@ -2054,11 +2054,11 @@ If the target is prone, the triceratops can make one stomp attack against it as
|
|||
|
||||
***Read Thoughts.*** The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
|
||||
|
||||
### Dragons, Chromatic
|
||||
#### Dragons, Chromatic
|
||||
|
||||
#### Black Dragon
|
||||
##### Black Dragon
|
||||
|
||||
##### Ancient Black Dragon
|
||||
###### Ancient Black Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic evil*
|
||||
|
||||
|
@ -2112,7 +2112,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Black Dragon
|
||||
###### Adult Black Dragon
|
||||
|
||||
*Huge dragon, chaotic evil*
|
||||
|
||||
|
@ -2166,7 +2166,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Black Dragon
|
||||
###### Young Black Dragon
|
||||
|
||||
*Large dragon, chaotic evil*
|
||||
|
||||
|
@ -2204,7 +2204,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### Black Dragon Wyrmling
|
||||
###### Black Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic evil*
|
||||
|
||||
|
@ -2238,9 +2238,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Acid Breath (Recharge 5–6).*** The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### Blue Dragon
|
||||
##### Blue Dragon
|
||||
|
||||
##### Ancient Blue Dragon
|
||||
###### Ancient Blue Dragon
|
||||
|
||||
*Gargantuan dragon, lawful evil*
|
||||
|
||||
|
@ -2292,7 +2292,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Blue Dragon
|
||||
###### Adult Blue Dragon
|
||||
|
||||
*Huge dragon, lawful evil*
|
||||
|
||||
|
@ -2344,7 +2344,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Blue Dragon
|
||||
###### Young Blue Dragon
|
||||
|
||||
*Large dragon, lawful evil*
|
||||
|
||||
|
@ -2380,7 +2380,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### Blue Dragon Wyrmling
|
||||
###### Blue Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful evil*
|
||||
|
||||
|
@ -2412,9 +2412,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Lightning Breath (Recharge 5–6).*** The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### Green Dragon
|
||||
##### Green Dragon
|
||||
|
||||
##### Ancient Green Dragon
|
||||
###### Ancient Green Dragon
|
||||
|
||||
*Gargantuan dragon, lawful evil*
|
||||
|
||||
|
@ -2470,7 +2470,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Green Dragon
|
||||
###### Adult Green Dragon
|
||||
|
||||
*Huge dragon, lawful evil*
|
||||
|
||||
|
@ -2526,7 +2526,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Green Dragon
|
||||
###### Young Green Dragon
|
||||
|
||||
*Large dragon, lawful evil*
|
||||
|
||||
|
@ -2566,7 +2566,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### Green Dragon Wyrmling
|
||||
###### Green Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful evil*
|
||||
|
||||
|
@ -2602,9 +2602,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Poison Breath (Recharge 5–6).*** The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### Red Dragon
|
||||
##### Red Dragon
|
||||
|
||||
##### Ancient Red Dragon
|
||||
###### Ancient Red Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic evil*
|
||||
|
||||
|
@ -2656,7 +2656,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Red Dragon
|
||||
###### Adult Red Dragon
|
||||
|
||||
*Huge dragon, chaotic evil*
|
||||
|
||||
|
@ -2708,7 +2708,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Red Dragon
|
||||
###### Young Red Dragon
|
||||
|
||||
*Large dragon, chaotic evil*
|
||||
|
||||
|
@ -2744,7 +2744,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### Red Dragon Wyrmling
|
||||
###### Red Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic evil*
|
||||
|
||||
|
@ -2776,9 +2776,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Fire Breath (Recharge 5–6).*** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
#### White Dragon
|
||||
##### White Dragon
|
||||
|
||||
##### Ancient White Dragon
|
||||
###### Ancient White Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic evil*
|
||||
|
||||
|
@ -2832,7 +2832,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult White Dragon
|
||||
###### Adult White Dragon
|
||||
|
||||
*Huge dragon, chaotic evil*
|
||||
|
||||
|
@ -2887,7 +2887,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
|
||||
##### Young White Dragon
|
||||
###### Young White Dragon
|
||||
|
||||
*Large dragon, chaotic evil*
|
||||
|
||||
|
@ -2925,7 +2925,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
##### White Dragon Wyrmling
|
||||
###### White Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic evil*
|
||||
|
||||
|
@ -2957,11 +2957,11 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
|
||||
|
||||
### Dragons, Metallic
|
||||
#### Dragons, Metallic
|
||||
|
||||
#### Brass Dragon
|
||||
##### Brass Dragon
|
||||
|
||||
##### Ancient Brass Dragon
|
||||
###### Ancient Brass Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic good*
|
||||
|
||||
|
@ -3021,7 +3021,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Brass Dragon
|
||||
###### Adult Brass Dragon
|
||||
|
||||
*Huge dragon, chaotic good*
|
||||
|
||||
|
@ -3077,7 +3077,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Brass Dragon
|
||||
###### Young Brass Dragon
|
||||
|
||||
*Large dragon, chaotic good*
|
||||
|
||||
|
@ -3117,7 +3117,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
|
||||
|
||||
##### Brass Dragon Wyrmling
|
||||
###### Brass Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic good*
|
||||
|
||||
|
@ -3153,9 +3153,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
|
||||
|
||||
#### Bronze Dragon
|
||||
##### Bronze Dragon
|
||||
|
||||
##### Ancient Bronze Dragon
|
||||
###### Ancient Bronze Dragon
|
||||
|
||||
*Gargantuan dragon, lawful good*
|
||||
|
||||
|
@ -3217,7 +3217,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Bronze Dragon
|
||||
###### Adult Bronze Dragon
|
||||
|
||||
*Huge dragon, lawful good*
|
||||
|
||||
|
@ -3279,7 +3279,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Bronze Dragon
|
||||
###### Young Bronze Dragon
|
||||
|
||||
*Large dragon, lawful good*
|
||||
|
||||
|
@ -3321,7 +3321,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
|
||||
|
||||
##### Bronze Dragon Wyrmling
|
||||
###### Bronze Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful good*
|
||||
|
||||
|
@ -3359,9 +3359,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
|
||||
|
||||
#### Copper Dragon
|
||||
##### Copper Dragon
|
||||
|
||||
##### Ancient Copper Dragon
|
||||
###### Ancient Copper Dragon
|
||||
|
||||
*Gargantuan dragon, chaotic good*
|
||||
|
||||
|
@ -3421,7 +3421,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Copper Dragon
|
||||
###### Adult Copper Dragon
|
||||
|
||||
*Huge dragon, chaotic good*
|
||||
|
||||
|
@ -3477,7 +3477,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Copper Dragon
|
||||
###### Young Copper Dragon
|
||||
|
||||
*Large dragon, chaotic good*
|
||||
|
||||
|
@ -3517,7 +3517,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
|
||||
|
||||
##### Copper Dragon Wyrmling
|
||||
###### Copper Dragon Wyrmling
|
||||
|
||||
*Medium dragon, chaotic good*
|
||||
|
||||
|
@ -3553,9 +3553,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
|
||||
|
||||
#### Gold Dragon
|
||||
##### Gold Dragon
|
||||
|
||||
##### Ancient Gold Dragon
|
||||
###### Ancient Gold Dragon
|
||||
|
||||
*Gargantuan dragon, lawful good*
|
||||
|
||||
|
@ -3617,7 +3617,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Gold Dragon
|
||||
###### Adult Gold Dragon
|
||||
|
||||
*Huge dragon, lawful good*
|
||||
|
||||
|
@ -3679,7 +3679,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Gold Dragon
|
||||
###### Young Gold Dragon
|
||||
|
||||
*Large dragon, lawful good*
|
||||
|
||||
|
@ -3721,7 +3721,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
##### Gold Dragon Wyrmling
|
||||
###### Gold Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful good*
|
||||
|
||||
|
@ -3759,9 +3759,9 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
#### Silver Dragon
|
||||
##### Silver Dragon
|
||||
|
||||
##### Ancient Silver Dragon
|
||||
###### Ancient Silver Dragon
|
||||
|
||||
*Gargantuan dragon, lawful good*
|
||||
|
||||
|
@ -3821,7 +3821,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Adult Silver Dragon
|
||||
###### Adult Silver Dragon
|
||||
|
||||
*Huge dragon, lawful good*
|
||||
|
||||
|
@ -3881,7 +3881,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
||||
|
||||
##### Young Silver Dragon
|
||||
###### Young Silver Dragon
|
||||
|
||||
*Large dragon, lawful good*
|
||||
|
||||
|
@ -3921,7 +3921,7 @@ The dragon can take 3 legendary actions, choosing from the options below. Only o
|
|||
|
||||
**Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
|
||||
|
||||
##### Silver Dragon Wyrmling
|
||||
###### Silver Dragon Wyrmling
|
||||
|
||||
*Medium dragon, lawful good*
|
||||
|
||||
|
@ -4391,9 +4391,9 @@ At will: *dancing lights*
|
|||
Monsters (F)
|
||||
------------
|
||||
|
||||
### Fungi
|
||||
#### Fungi
|
||||
|
||||
#### Shrieker
|
||||
##### Shrieker
|
||||
|
||||
*Medium plant, unaligned*
|
||||
|
||||
|
@ -4421,7 +4421,7 @@ Monsters (F)
|
|||
|
||||
***Shriek.*** When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
|
||||
|
||||
#### Violet Fungus
|
||||
##### Violet Fungus
|
||||
|
||||
*Medium plant, unaligned*
|
||||
|
||||
|
@ -8212,9 +8212,9 @@ The unicorn can take 3 legendary actions, choosing from the options below. Only
|
|||
Monsters (V)
|
||||
------------
|
||||
|
||||
### Vampires
|
||||
#### Vampires
|
||||
|
||||
#### Vampire
|
||||
##### Vampire
|
||||
|
||||
*Medium undead (shapechanger), lawful evil*
|
||||
|
||||
|
@ -8290,7 +8290,7 @@ The vampire can take 3 legendary actions, choosing from the options below. Only
|
|||
|
||||
**Bite (Costs 2 Actions).** The vampire makes one bite attack.
|
||||
|
||||
#### Vampire Spawn
|
||||
##### Vampire Spawn
|
||||
|
||||
*Medium undead, neutral evil*
|
||||
|
||||
|
@ -8535,9 +8535,9 @@ Monsters (X)
|
|||
Monsters (Z)
|
||||
------------
|
||||
|
||||
### Zombies
|
||||
#### Zombies
|
||||
|
||||
#### Zombie
|
||||
##### Zombie
|
||||
|
||||
*Medium undead, neutral evil*
|
||||
|
||||
|
@ -8569,7 +8569,7 @@ Monsters (Z)
|
|||
|
||||
***Slam.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.
|
||||
|
||||
#### Ogre Zombie
|
||||
##### Ogre Zombie
|
||||
|
||||
*Large undead, neutral evil*
|
||||
|
||||
|
|
|
@ -80,17 +80,17 @@ Cantrips (at will): *light*, *sacred flame*, *thaumaturgy*
|
|||
***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*
|
||||
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*\*
|
||||
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*\*
|
||||
8th level (1 slot): *mind blank*
|
||||
9th level (1 slot): *time stop*
|
||||
|
||||
\**The archmage casts these spells on itself before combat.*
|
||||
*The archmage casts these spells on itself before combat.*
|
||||
|
||||
**Actions**
|
||||
|
||||
|
|
|
@ -4,12 +4,13 @@
|
|||
"description": "Conversion of the D&D 5e SRD from markdown to JSON",
|
||||
"main": "index.js",
|
||||
"scripts": {
|
||||
"test": "echo \"Error: no test specified\" && exit 1"
|
||||
"test": "echo \"Error: no test specified\" && exit 1",
|
||||
"build": "tsc -p ."
|
||||
},
|
||||
"author": "Ben Morton <ben.morton91@gmail.com> (http://bmorton.co.uk/)",
|
||||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"marked": "^0.3.6",
|
||||
"marked": "^0.8.0",
|
||||
"yamljs": "^0.2.8"
|
||||
},
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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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